ReShade Framework Released (5102.03.29.4151)
- Ganossa
- Topic Author
vfxninjaeditor wrote: Sorry, that's what I meant. I can't find the on/off value for masking. Looking forward to the update.
In the common configuration file, together with split screen and depth display. The mask texture is also in the Common/Textures folder.
LuciferHawk wrote:
vfxninjaeditor wrote: Awesome. Btw, where is the masking parameters? I can't find them in the framework. Will we be getting an update soon with new features?
What parameters do you need other than on/off? The masking is dependent on the white/black values of the mask
I will try to put together an update during the weekend and be ready for a release with GTAV (14th). Today I finished the AL-HeatHaze combination (at least to make it work without any issues) but will have to work on radial motion blur, some general statistics and including the final color correction shaders.
Did i just read "update" and "weekend"?
Thats pretty nice! This is going to be the hype week for me (Well, it would be cool if you could get the Framework update before GTA V, but i understand how hard those are to code, still, pretty nice that you finished the AL).
Cant wait to see the results
- vfxninjaeditor
LuciferHawk wrote:
vfxninjaeditor wrote: Sorry, that's what I meant. I can't find the on/off value for masking. Looking forward to the update.
In the common configuration file, together with split screen and depth display. The mask texture is also in the Common/Textures folder.
hmmm. That's the first place I checked, don't see it: grab.by/Gimg
- Ganossa
- Topic Author
vfxninjaeditor wrote: hmmm. That's the first place I checked, don't see it: grab.by/Gimg
Its called border cause it can be used for both. Maybe I need to put it into the description that is still missing
- vfxninjaeditor
LuciferHawk wrote:
vfxninjaeditor wrote: hmmm. That's the first place I checked, don't see it: grab.by/Gimg
Its called border cause it can be used for both. Maybe I need to put it into the description that is still missing
okay then. Haha. I still don't understand how to use it. It might be because there is no documentation. Right now I enable it and all I get is the bottom and top of my image masked off because it's using the RFX_bMask.png. I need to mask the effects so they don't apply to my HUD right now. Sorry for the confusion.
- fuze
- Ganossa
- Topic Author
vfxninjaeditor wrote: okay then. Haha. I still don't understand how to use it. It might be because there is no documentation. Right now I enable it and all I get is the bottom and top of my image masked off because it's using the RFX_bMask.png. I need to mask the effects so they don't apply to my HUD right now. Sorry for the confusion.
As fuze said. For the HUD mask you would need the splitscreen mask which is applied if you set RFX_SScomparable and RFX_SSslider to 0. The documentation/description is not completed at this part so it will be easier with the next release. I might also split that mask function from the splitscreen so you could actually use both.
- KTR2212
- jmp909
I know you're already porting some of the other effects as Custom Shaders and I look forward to the release, but I gave it a go for my own interest to try and get some older presets working... So i'm looking at this mostly from the point of a preset user rather than a shader developer, and I have a question
Is there an easy way to tell what return type a shader should have? (ie a float3 color or a float4 colorInput? yes I know the variable names are abitrary. I have literally zero knowledge of hlsl shader code, I'm just giving it a go!)
(everyone else should ignore the code below, it's not official and doesn't necessarily work or is even correct)
NAMESPACE_ENTER(CFX)
#include CFX_SETTINGS_DEF
#if (USE_HPD == 1)
/*------------------------------------------------------------------------------
HPD
------------------------------------------------------------------------------*/
// Version 1.1
float3 HPDPass(float4 position : SV_Position, float2 texcoord : TEXCOORD0) : SV_Target
{
float4 colorInput = tex2D(RFX_backbufferColor, texcoord);
float3 x = colorInput.rgb;
x = max( (float3)0.0f, x - 0.004f );
return pow( abs( ( x * ( 6.2f * x + 0.5f ) ) / ( x * ( 6.2f * x + 1.7f ) + 0.06 ) ), 2.2f );
}
technique HPD_Tech <bool enabled = RFX_Start_Enabled; int toggle = RFX_ToggleKey; >
{
pass HPD_Pass
{
VertexShader = RFX_VS_PostProcess;
PixelShader = HPDPass;
}
}
#endif
#include CFX_SETTINGS_UNDEF
NAMESPACE_LEAVE()
- Ganossa
- Topic Author
@jmp909, first of all, I am also not HLSL guru, I come from C/C++ and Java. To your question and especially your particular code, ME and I currently use a float3 as output because the algorithm itself does not change alpha values. However, if you take a closer look, you will see that HDP and other color correction functions are only "helpers" that are part of one pass method. This pass method returns a float4 to also cover and return the alpha value (from the backbuffer) to the backbuffer. Therefore, if you decide to have an individual pass / technique for HDP, you should also return a float4 to return the backbuffer alpha. I cannot tell you with 100% certainty, but my assumption is, that it will not be automatically passed over if it is not returned. Anyhow, with a float4 in a pass that writes to a render target with alpha channel is the save bet.
- jmp909
- huss93
- huss93
- BrandonHortman
#Define RFX_togglekey VK_Scroll
Use the Keycodes.txt to find other keycodes
Right now its set to scroll lock.
- Ganossa
- Topic Author