MultiLUT shader with 12 LUTs in 1 texture
- OtisInf
- Topic Author
This shader is an extension of the LUT.fx shader already in Reshade shaders. It can work with a texture atlas with multiple LUTs packed together and has an easy selector to select the right LUT to use at runtime. It requires users who want to use their own LUTs to create their own LUT texture, but that's straight forward: for ever LUT, a 1024x32pixel normal LUT texture has to be present in the actual texture, the top one being the Neutral one (0), the one below (1) the first one in the selector in the UI and so on.
I've created the LUTs myself in photoshop by varying color balance for each one. I included 3 monochrome LUTs (1 sepia and 2 B&W: one medium contrast and one high-contrast)
Enjoy!
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- Marty McFly
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- hunt1hunt
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- OtisInf
- Topic Author
yeah, true. Will think about removing that, is perhaps better.Marty McFly wrote: Great work! I think you shouldn't pack what the lut does into the title. I mean, if users change the texture, the title "sepia" for instance doesn't match.
@Hunt1hunt: I don't really follow what you mean exactly... 'neutral' is the default LUT which doesn't do any conversion
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- VenomSnake23
I tried using it in Sonic Generations too but it looked like this with the same settings imgur.com/1uteTEe
Do you know what could be causing this? Storm 4 is a d3d10+ game and Sonic is d3d9, if that makes any difference.
These are the settings i'm using:
[MultiLUT.fx]
fLUT_LutSelector=6.000000
fLUT_AmountChroma=1.000000
fLUT_AmountLuma=0.050000
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- MonarchX
Also, I am curious whether 32bit PNG would be better than 24bit. DisplayCAL generates a 24bit PNG, but I noticed that conversion to 32bit with the latest Paint.NET makes PNG size smaller. I assume there is a reason for that and 24bit is what I should stick with?
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- OtisInf
- Topic Author
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- Faendra
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- OtisInf
- Topic Author
Faendra wrote: How can I get this new LUTS ? I love this shader, using it in every game I play ^^
Get the texture: raw.githubusercontent.com/crosire/reshad.../MultiLut_atlas1.png
get the shader: raw.githubusercontent.com/crosire/reshad.../Shaders/MultiLUT.fx
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- Animani
#ifndef fLUT_TextureName
#define fLUT_TextureName "MultiLut_Atlas2.png"
#endif
#ifndef fLUT_TileSizeXY
#define fLUT_TileSizeXY 64
#endif
#ifndef fLUT_TileAmount
#define fLUT_TileAmount 64
#endif
#ifndef fLUT_LutAmount
#define fLUT_LutAmount 24
#endif
Loads fine without any errors but it has some weird colors like a kaleidoscope or something like that with lots of bandings. Is there anything else I should change?
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- Deathmedic
should just be below the items you posted.
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- Animani
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- Faustus86
Hey!
Awesome work,, thank you so much. LUT's are my Favorite
Id like to share my MultiLUT with you.
It now contains 82 different LUT's.
I made some by myself but the Majority is from Free-LUT Packs.
www.rocketstock.com/free-after-effects-t...olor-grading-videos/
filtergrade.com/free-cinematic-luts-video-editing/
Download (MEGA)
mega.nz/#!eGhB0CbT!wcLyX_os8nrKcGRxxy5m-HjQD83IVIEEvNQlCCHsdBA
Have Fun
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- Tom Yum 72
@Faustus86: Just what i was looking for,thank you for your texture.
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I have a question: when making presets that include my own multilut atlas, is it okay for me to distribute my modified multilut shader file with it? Because obviously the shader file has to be adapted for any new atlas and it's rather unwieldy to have to provide instructions to everyone on how to edit it themselves (especially considering my atlases are enormous monsters with lots of lines). Thanks
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- OtisInf
- Topic Author
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