Pop3D Stereo reprojection shader

  • Posts: 6
2 years 4 months ago - 2 years 3 months ago #1 by Musky
Hi ,

My first shader. A stereo reprojection shader for side by side (SBS) stereo displays.

Tips:
Make sure that this shader is the last in the list.

Change the view option to check the depth and adjust the near and far depth as required. Near objects should be dark and far objects light. If you need to reverse this set RESHADE_DEPTH_INPUT_IS_REVERSED = 1 in the pre-processor definitions.

Tearing can occur in modern games with lots of pixel shaders. In this case reduce the sharpness and optionally down sample the depth map by setting POP_SAMPLE=2 in the pre-processor definitions.

Optional Extras (enable in the pre-processor definitions):
Setting POP_CROSSHAIR=0.2 will overlay an adaptive crosshair, set the transparency as required.
Setting POP_CROSSTALK=1 provides an extra set of settings for crosstalk reduction.

Enjoy....

Version 1.0
Pop3DSBS1.0.fx

Version 1.1
Modified near projection
Added saturation in crosstalk settings.
Pop3DSBS1.1.fx
The following user(s) said Thank You: WalterDasTrevas, mr_spongeworthy, StuDentBR, Momoshiri

Please Log in or Create an account to join the conversation.

  • Posts: 64
2 years 4 months ago #2 by WalterDasTrevas
Thanks!

Please Log in or Create an account to join the conversation.

  • Posts: 17
2 years 4 months ago #3 by StuDentBR
Definatelly going to test it. Is that z-buffer based or geometry 3D ?
Thank you.

Please Log in or Create an account to join the conversation.

  • Posts: 6
2 years 4 months ago #4 by Musky
Based off the depth buffer, no other way in reshade. The advantage is speed.

Please Log in or Create an account to join the conversation.

  • Posts: 90
2 years 4 months ago #5 by Scorpio82CO
I have to say.. its really beutiful..soft.. any way to experiment with convergence and divergence settings?. its very useful with fu-bamas perfect perspective.. gives you an idea. only that (i hope)

Please Log in or Create an account to join the conversation.

  • Posts: 6
2 years 4 months ago #6 by Musky
There is a perspective parameter that can be tweeked that changes the parallax, never tried perfect perspective.

Please Log in or Create an account to join the conversation.

  • Posts: 817
2 years 4 months ago - 2 years 4 months ago #7 by BlueSkyKnight

Musky wrote: There is a perspective parameter that can be tweeked that changes the parallax, never tried perfect perspective.


The formula for Zero Parallax Plane Distance is.
float ZPD = 1 - Convergence_Point / DM;

Depending on your code. You may want to have this done outside the loop at the end. This will interfere with your Occlusion Code. So trying it before or after will yield different results.

Please Log in or Create an account to join the conversation.

  • Posts: 166
2 years 4 months ago #8 by Sh1nRa358
I don't quite understand what this shader does. Can I get a screenshot or video of this in action?

Please Log in or Create an account to join the conversation.

  • Posts: 6
2 years 4 months ago #9 by Musky
It will split the game into side by side left eye/right eye stereo pairs. If you have a 3D monitor and glasses you get a 3D image.

Please Log in or Create an account to join the conversation.

  • Posts: 166
2 years 4 months ago #10 by Sh1nRa358
oh ok. i love 3d. how does it differentiate from the other one?

Please Log in or Create an account to join the conversation.

  • Posts: 6
2 years 4 months ago #11 by Musky
Different method, see what you like best.

Please Log in or Create an account to join the conversation.

  • Posts: 2
2 years 3 months ago #12 by syhlif32
Where do I find this for download?

Please Log in or Create an account to join the conversation.

  • Posts: 6
2 years 2 months ago #13 by Musky
Click on the Pop3D link at the bottom of the first post.

Please Log in or Create an account to join the conversation.

  • Posts: 72
1 year 9 months ago - 1 year 8 months ago #14 by mr_spongeworthy
I don't know if work on this is ongoing, but;

Is there any chance you could add above-below (and possibly a few other of the basic 3D modes)? I've used TriDef for many, many years now, and also use SuperDepth3D on occasion, and I like the results from Pop3D. Unfortunately my screen look far, far better in Top and Bottom mode, rather than SBS, so I even though it works quite well, I don't actually use it other than to test it occasionally.

I especially like the near-field and distant-field function. That's something important for many of the games I play,

Anyway, thanks for the work, and if you are still moving forward with the project I would love to see Top and Bottom supported at the very least if possible!

Please Log in or Create an account to join the conversation.