UIDetect
- brussell
- Topic Author
I can't reproduce this. Could you make a new thread in Troubleshooting with logs please.
@Radstark
It's possible to do that in principle, but it would make the detection very unreliable in most cases.
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- wkdpaul
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- brussell
- Topic Author
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- FurioS
Additionally, entering the UIDetect.fx code on path 106, I get the message "warning x3206" implict truncation of vector type ". I also attach it in the photo.
Unfortunately, mask on the HUD also doesn't work. I tested MaskUI and works ok.
thank you in advance for your help
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- brussell
- Topic Author
reshade.me/forum/shader-discussion/6636-can-t-get-uidetect-work
As for the "warning x3206", you can ignore this (but thanks for reporing, I's fixed now).
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- FurioS
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- canceralp
uidedect.fx //defects the original image
Uidedectbefore //where things start
Uimasktop // this saves my top compass in Horizon Zero Dawn
Perfect perspective // fixes my 135Hor game
Uimaskbottom // draws the uneffected compass on top of the stretched screen.
Uidedectafter //end of UI dedect.
Here I assigned 10 fixed colors and coordinates to UI Dedect from the compass. The idea is; when the compass is there UI Dedect kicks in and turns on UImask + Perfect Perspective. When the compass is not there, everything is disabled (like cutscenes).
This works in Control Dx11, but won't work on Horizon Zero Dawn or Control Dx12. First I thought it was not working on Dx12 but then I found out Arkham Knight also didn't work (Dx11).
BTW, I read UI Dedect has its own UI mask option but I couldn't find how to use it so used the other UI mask shader.
I'm pretty sure I'm picking non-transparent pixels in all 3 games so that shouldn't be an issue.
Plus; may I give some ideas?
1) a tolerance option would be great. Imagine a slider between 1-255. Let's say one sets it for 24. That would mean the color may be 12 tones darker or 12 brighter than the given value but still accepted, as long as other pixels are in this range, too. This would require more pixels for stability but also would eliminate problems with slight color changes coming from screen settings, anti-aliasing, etc.
2) UI mask offset option. Assuming UI mask is working like the UI mask shader, being able to move it up/down and left/right would be super useful. For example, Arkham Knight's top compass gives a big margin from the top. When used with perfect perspective it results in two compasses. One is the original one, stretched to the top of the screen, and the other is the one coming from UI mask, unaltered.
Thank you again for the great work.
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- Sweenus
Is there any way to allow for a universal setup of this, instead of a per-user setup? Perhaps the range option that others have suggested would achieve this.
I would love to create presets for games using this tool and make them available to the community, but as it stands, asking your average Joe to go find a bunch of specific pixel coordinates and RGB values in order to get the preset working correctly is a bit much.
EDIT:
Actually, on second thought - Could you just remove the rgb entry from the config entirely, and instead have reshade detect the rgb values based on the pixel coords entered? This way, the user doesn't have to find the exact rgb values for their setup, and presets for varying resolutions can be made and packaged ready to use.
I'm not familiar with HLSL, but after having a proper look through your code, it seems this kind of function is already being used to determine if the UI is open or not. I would imagine this could also be used to determine the initial rgb value before effects are applied: pixelColor = round(tex2Dlod(ReShade::BackBuffer, float4(pixelCoord, 0, 0)).rgb * 255);
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- LordRadai
imgur.com/a/BWt7GJ9
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- Faustus86
Let's say i want to share a preset and prepare this shader for all resolutions with my monitor. Will it work the same way for everyone?
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- MinerOfWorlds
This is still a fantastic shader anyway.
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- brussell
- Topic Author
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- MinerOfWorlds
Here is a thread that talk about it before: reshade.me/forum/shader-suggestions/4770...asking-bloom-effects
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- Vetrogor
"Added after 2 h"
It turns out that not all pixels have appropriate values. Even with showing pixel colors. For screenshots better to use bitmap format (idk png is good or not). It's very unpleasant to restart game each time...
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- brussell
- Topic Author
-fixed wrong pixel coordinates; there should be no more mismatch of screenshot coordinates anymore
-added UIDetect_LEGACYMODE option to enable usage of old (wrong) coordinates
-more robust check of pixel equality
-removed ShowPixel effect; should not be necessary anymore
-some clarification and cleanup in description of UIDetect.fxh and added info in Reshade GUI
github.com/brussell1/Shaders/commit/2ddb...e7c4a8fa8fb08a2c5a7b
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- alienw15
Thanks for your shader, testing in Elden Ring in SDR is working great, but how can I do for HDR?
First there is the struggle to take HDR screenshot, which I did with Nvidia Geforce Experience, but then actually opening them and finding the RGB code.
Even if I could, how does Reshade reads HDR RBG colors? Would it even work?
Thanks
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