Arcane Bloom

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2 years 1 week ago - 1 year 9 months ago #1 by luluco250
Arcane Bloom was created by luluco250
Arcane Bloom, AKA MagicBloom 2(4) Electric Bogaloo



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.
Last edit: 1 year 9 months ago by luluco250.
The following user(s) said Thank You: crosire, Wicked Sick, MaxG3D, Alex_outer, Marty McFly, klotim, brussell, Euda, Apocalypso, acknowledge and 15 other people also said thanks.

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2 years 1 week ago #2 by WalterDasTrevas
Replied by WalterDasTrevas on topic Arcane Bloom
I really like Magic Bloom, thank you very much for this update. :cheer:
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2 years 6 days ago #3 by Apocalypso
Replied by Apocalypso on topic Arcane Bloom
Imo this is the best bloom shader ever made for ReShade, and believe me, I tried every single one of them. Great job.
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2 years 6 days ago - 2 years 6 days ago #4 by luluco250
Replied by luluco250 on topic Arcane Bloom
Added simple debug technique for displaying the final bloom texture.
Here you can see how good custom distribution can be. :)

Already pushed to my repo, only ArcaneBloom.fx was changed.

Warning: Spoiler!
Last edit: 2 years 6 days ago by luluco250.
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2 years 6 days ago - 2 years 6 days ago #5 by 5Alex
Replied by 5Alex on topic Arcane Bloom

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!!

Last edit: 2 years 6 days ago by 5Alex.
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2 years 6 days ago #6 by luluco250
Replied by luluco250 on topic Arcane Bloom
Added support for dirt textures using multiply-add + linear interpolation. Currently it does not have any built-in aspect ratio fix, I believe it is better to adjust the texture itself, it's resolution is set to the same as the display.

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.

Warning: Spoiler!

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2 years 6 days ago #7 by Wicked Sick
Replied by Wicked Sick on topic Arcane Bloom
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 ^^
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2 years 6 days ago #8 by luluco250
Replied by luluco250 on topic Arcane Bloom

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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2 years 6 days ago #9 by Chavolatra
Replied by Chavolatra on topic Arcane Bloom
I dont have time for test this bloom shader but have depth buffer ?

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2 years 6 days ago #10 by klotim
Replied by klotim on topic Arcane Bloom
Looks amazing, keep doing what you do! :D
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2 years 6 days ago #11 by Marty McFly
Replied by Marty McFly on topic Arcane Bloom
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 add
ui_category = "Foo";
to your UI params and ReShade will automatically group them.
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2 years 6 days ago #12 by luluco250
Replied by luluco250 on topic Arcane Bloom

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 add

ui_category = "Foo";
to your UI params and ReShade will automatically group them.


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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2 years 6 days ago #13 by luluco250
Replied by luluco250 on topic Arcane Bloom

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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2 years 6 days ago #14 by Chavolatra
Replied by Chavolatra on topic Arcane Bloom

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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2 years 6 days ago #15 by luluco250
Replied by luluco250 on topic Arcane Bloom

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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2 years 4 days ago - 2 years 4 days ago #16 by WalterDasTrevas
Replied by WalterDasTrevas on topic Arcane Bloom
I recorded a video showing Arcane Bloom improving the atmosphere in my little voxel world. Once again, thank you very much for your wonderful work! :cheer:


Last edit: 2 years 4 days ago by WalterDasTrevas.
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2 years 4 days ago #17 by sambow23
Replied by sambow23 on topic Arcane Bloom
Is there a way to layer this effect? It seems to render under MXAO and it looks a little weird.

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2 years 4 days ago - 2 years 4 days ago #18 by OtisInf
Replied by OtisInf on topic Arcane Bloom
Move it in the list of shaders in the reshade GUI below mxao, using drag/drop.
Last edit: 2 years 4 days ago by OtisInf.
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2 years 3 days ago #19 by luluco250
Replied by luluco250 on topic Arcane Bloom
Yeah, do what OtisInf said, bloom should come after all depth-based effects or anything that changes the look of objects rather than the scene itself.

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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1 year 11 months ago #20 by Deathmedic
Replied by Deathmedic on topic Arcane Bloom
Been having alot of fun, takes while to setup though.

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