Arcane Bloom
- luluco250
- Topic Author
tl;dr Files available here: ArcaneBloom.fx ArcaneBloom.fxh
Right click and "save as", put both files into your effects/shaders folder.
Almost an year (or more) ago, I posted about an update to Magic Bloom, a shader I made for the reshade-shaders repository.
In the meantime I worked on a few other versions, which are available in my personal repository as well if you'd like to try them.
This is meant to be a flexible and thorough bloom solution, but currently I still consider it a work-in-progress.
Some improvements I'll be adding are a debug mode, dirt texture support and maybe coloring too.
Right now it features inverse tonemapping as brightpass, eye adaptation, custom texture distribution, custom gamma or sRGB curve, white point fixing, maximum brightness adjustment etc.
I also try to make some things available to other shaders through the "ArcaneBloom.fxh" header, like the adaptation texture.
Feel free to leave some feedback, I'll read when I can.
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- WalterDasTrevas
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- Apocalypso
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- luluco250
- Topic Author
Here you can see how good custom distribution can be.
Already pushed to my repo, only ArcaneBloom.fx was changed.
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- 5Alex
luluco250 wrote: Added simple debug technique for displaying the final bloom texture.
Here you can see how good custom distribution can be.
~ Damn, dude, this settings, are very incredible, I really enjoyed it!!
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- luluco250
- Topic Author
I have provided a basic 16:9 dirty lens texture, "ArcaneBloom_Dirt.png". You may notice it's the same as "MagicBloom_Dirt.png".
So feel free to grab both "Shaders/ArcaneBloom.fx" and "Textures/ArcaneBloom_Dirt.png" from my repo.
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- Wicked Sick
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- luluco250
- Topic Author
Wicked Sick wrote: So, it was you who made the Magic Bloom. I used it a lot when I played Dark Souls 3. Thanks a lot, man. I am always down for new bloom shaders ^^
I'm glad you enjoyed it, hopefully you'll find this version to be even better.
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- Chavolatra
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- klotim
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- Marty McFly
Small tip: crosire recently added UI categories, might help grouping the UI uniforms that are toggled by a preprocessor command neatly together. Just add
ui_category = "Foo";
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- luluco250
- Topic Author
Marty McFly wrote: Cool, my dude
Small tip: crosire recently added UI categories, might help grouping the UI uniforms that are toggled by a preprocessor command neatly together. Just addto your UI params and ReShade will automatically group them.ui_category = "Foo";
Thanks, my dude
Yeah I know, I ended up not using them because I focused on just adding features and polishing code, I'll probably add them later tonight.
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- luluco250
- Topic Author
Chavolatra wrote: I dont have time for test this bloom shader but have depth buffer ?
No, but it could be very easy to make a quick add-on shader that uses any one of the bloom textures available through the "ArcaneBloom.fxh" header, so you could have some nice fog.
Unless maybe you mean having the bloom intensity increase with object distance, which I could also look into implementing.
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- Chavolatra
luluco250 wrote:
Chavolatra wrote: I dont have time for test this bloom shader but have depth buffer ?
No, but it could be very easy to make a quick add-on shader that uses any one of the bloom textures available through the "ArcaneBloom.fxh" header, so you could have some nice fog.
Unless maybe you mean having the bloom intensity increase with object distance, which I could also look into implementing.
i think is good ideia and mask of colors for avoid certain colors. example use bloom only yellow and another for blue,
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- luluco250
- Topic Author
Chavolatra wrote:
luluco250 wrote:
Chavolatra wrote: I dont have time for test this bloom shader but have depth buffer ?
No, but it could be very easy to make a quick add-on shader that uses any one of the bloom textures available through the "ArcaneBloom.fxh" header, so you could have some nice fog.
Unless maybe you mean having the bloom intensity increase with object distance, which I could also look into implementing.
i think is good ideia and mask of colors for avoid certain colors. example use bloom only yellow and another for blue,
Hm, the mask thing in theory would be easy to implement, just remove the unwanted colors from the brightpass texture. Problem is I have no idea where to start to do THAT. Maybe try lerping out the colors using some sort of step() or smoothstep()? I'd have to check it out carefully, I'll look into it tomorrow.
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- WalterDasTrevas
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- sambow23
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- OtisInf
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- luluco250
- Topic Author
Now whether to put it before or after post processing like vignette, curves, coloring etc is up to personal taste, I pref to put it before.
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- Deathmedic
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