Prod80's shader library

  • Posts: 20
3 weeks 2 days ago #161 by Dazaster
Just came back to say thanks again. I finally have a Reshade that makes Fallout 4 look how I want it to.



All with only 5 shaders:
Techniques=prod80_04_ContrastBrightnessSaturation,prod80_02_Bloom,pd80_02_MultiLUT_v2,prod80_03_Color_Space_Curves,prod80_02_Cinetools_LUT
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3 weeks 2 days ago - 3 weeks 2 days ago #162 by prod80

Faustus86 wrote: About the color shaders. Today i went into photoshop to do some image work. After 10 minutes i was thinking about putting the images into a shader, loading it ingame and do it with reshade.. not sure if that's even possible but i was actively thinking about it.


Yes you can do that... the LUT creator shader allows you to load images into reshade... as long as they fit your screen at 100%.

As for your other questions related to the speed... There's no way to use time in milliseconds without running into bugs (flickering, mainly). This method works and is smooth. At 60 fps the speed is around 4-5 sec on the slowest (total left) setting, and 0.5 sec on the fastest setting. Faster framerates the transition will actually be slower, and lower FPS will be faster.

But let me know if the slowest setting is still too fast because it can be slower (a lot slower if you wish). The only issue is, if the time gets too slow, the shader will not be able to COMPLETELY change from one to the other because the texture it reads from will transition too slowly. To understand what I mean, open the fx file in an editor and change
float factor     = transition_speed * 4.0f + 1.0f;
to
float factor     = transition_speed * 4.0f + 0.1f;
and set the slider all the way to the left. It will take like 20 seconds to transition but you'll find it will not transition 100% (ie- when it stops changing, move slider totally to the right to full speed, and you'll still see image change).

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3 weeks 2 days ago - 3 weeks 2 days ago #163 by prod80

Dazaster wrote: Just came back to say thanks again. I finally have a Reshade that makes Fallout 4 look how I want it to.
All with only 5 shaders:
Techniques=prod80_04_ContrastBrightnessSaturation,prod80_02_Bloom,pd80_02_MultiLUT_v2,prod80_03_Color_Space_Curves,prod80_02_Cinetools_LUT


If you'd know how many color edits are in those 2 LUT shaders ;) particularly those in Cinetools, some which took 3 days to make using combination of 3D LUT Creator (pro), Photoshop CC, Adobe Lightroom, ReShade

Though, very happy to enjoy them !

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2 weeks 5 days ago - 2 weeks 5 days ago #164 by prod80
Time for some update.

New shaders:
PD80_02_Cinetools_LUT.fx :: collection of 17 additional quality LUTs.

PD80_01_Color_Gamut.fx :: conversion of sRGB to Adobe RGB, Apple RGB, Best RGB, Beta RGB, Bruce RGB, CIE RGB, Color Match, Don, ECI, Ekta Space PS5, NTSC, PAL-SECAM, ProPhoto, SMPTE-C, Wide Gamut RGB. Not really useful shader, rather for reference/future use.

PD80_04_Selective_Color_v2.fx :: uploaded a while ago, Selective Color, but then with more options and covering more individual hues. Complex shader for people who wish to fine tune very specific colors.

PD80_04_Saturation_Limit.fx :: very simple shader to flatten saturation (set a limit). F.e. no color can have a higher saturation than X, colors under X are unaffected.

PD80_03_Color_Space_Curves.fx :: ability to apply contrast curve in luminance channel of L*A*B*, HSL, HSV, and RGBW color spaces. This would avoid shifts in saturation when adjusting contrast. Also comes with a saturation slider to apply saturation using any of those color spaces.

The following user(s) said Thank You: MakeNX, Viper_Joe, Marty, aaronth07, Arkane, Faustus86

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2 weeks 5 days ago #165 by Marty
Man I love you. :lol:
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2 weeks 3 days ago #166 by Faustus86
Hello =)

Feedback on speed: Yep. It's too fast. Could use a little help =)

I am trying to achieve an eye adaption effect by darkening shadows and then brighten them up again with a delay of 6-8 seconds. But I just don't get the setting's right. I made the edit you have suggested and noticed the drop in strength. But adding more zeros didn't much help to achieve a bigger delay for the effect to kick in. The fading itself takes longer, but the time it takes to kick in doesn't seem to change. Do you have a suggestion? ^^

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2 weeks 2 days ago #167 by prod80

Faustus86 wrote: Hello =)

Feedback on speed: Yep. It's too fast. Could use a little help =)

I am trying to achieve an eye adaption effect by darkening shadows and then brighten them up again with a delay of 6-8 seconds. But I just don't get the setting's right. I made the edit you have suggested and noticed the drop in strength. But adding more zeros didn't much help to achieve a bigger delay for the effect to kick in. The fading itself takes longer, but the time it takes to kick in doesn't seem to change. Do you have a suggestion? ^^


Fading works both ways the same. Try changing to
float factor     = transition_speed * 4.0f + 0.5f;

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2 weeks 2 days ago #168 by Faustus86

prod80 wrote:

Faustus86 wrote: Hello =)

Feedback on speed: Yep. It's too fast. Could use a little help =)

I am trying to achieve an eye adaption effect by darkening shadows and then brighten them up again with a delay of 6-8 seconds. But I just don't get the setting's right. I made the edit you have suggested and noticed the drop in strength. But adding more zeros didn't much help to achieve a bigger delay for the effect to kick in. The fading itself takes longer, but the time it takes to kick in doesn't seem to change. Do you have a suggestion? ^^


Fading works both ways the same. Try changing to
float factor     = transition_speed * 4.0f + 0.5f;


Maybe I do something wrong, but changing this number doesn't seem to show much of an effect.
In the video below I'm moving image.fx from day-darkening to eye adaption.
Both have the exact same setting except darkening is put to 1000 and eye adaption to 0 + the edit you have posted.
On the first one (darkening) the fading look's smoother and is more pronounced. But there is no delay in time on eye adaption. It pops right in

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2 weeks 2 days ago #169 by prod80
Is there only 1 file active, or you have more? Ie. you copied the Luma Fade into 2? There will be conflicts if you copy-paste the file

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2 weeks 2 days ago #170 by Faustus86

prod80 wrote: Is there only 1 file active, or you have more? Ie. you copied the Luma Fade into 2? There will be conflicts if you copy-paste the file


5 copies. So far, no conflicts, no performance issues whatsoever. I am still testing how far I can go with it and I am thinking of new kinds of effects that can be done with it. My idea is to build a high fidelity dynamic lighting setup on top of the vanilla lighting, that is completely built from color correction and bloom effects. I am achieving very good results. This is actually the first time I ran into "trouble". It's more of a mild inconvenience really. I'll think of something.

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2 weeks 2 days ago - 2 weeks 2 days ago #171 by prod80
There will be conflicts...

Open each file and on top you'll find
namespace pd80_lumafade

Change each to add a number behind them... pd80_lumafade0, pd80_lumafade1, pd80_lumafade2, etc. Additionally make sure the technique names follow such structure...
technique prod80_06_LumaFade_Start
technique prod80_06_LumaFade_End

0, 1, 2, ...etc

You'll also have to make sure the thresholds make sense, because effects will fade in and out based on scene luminance, which can lead to oddities when fine tuning things.

Not sure you'll be able to get consistent results using 5 different instances... it will require a lot of testing and fine tuning, and if you change 1 value you'll likely end up having to re-calibrate all of them.
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2 weeks 2 days ago - 2 weeks 2 days ago #172 by Faustus86
Thank's. I figured that one out and my workflow is streamlined too =)
I figured out that I can throw eyeadaption.fx into my darkening setup wich fades in slow enough. So I have the result I wanted and I can continue down the luma-ladder. Thank's anyway =)

Faustus86 wrote: With the fading shader it is actually possible to have different set's of shaders for day - light areas and day - shadow areas that will fade away during nighttime and use different setting's there as well!

This shader is immensely powerful but also quite complex to setup. Especially if you want to drag&drop a shader up the loading order and reshade just mixes everything up. No idea how this could be solved other then keep your loading order in mind and move everything back to where it was. But it help's to rename the shaders to what function they have. This is what my setup look's like. C stand's for controller. If i let them on prod80 together with the color correction's in between i get completely lost ^^ (This is for an open world game with day and night cycle)

C_Daytime_On
C_Day_Light_Sun_Start
C_Day_Light_Sun_End
C_Day_Light_Start
C_Day_Light_End
C_Day_Shadow_Start
C_Day_Shadow_End
C_Daytime_Off
C_Night_Start
C_Night_End

Insane, i know. But i love it!
Fading of lens flare, bloom, exposure, shadow, sharpening, clarity, LUT's ... everything. And the performance is completely fine!
The only thing i didn't put into fading is AA followed by CAS. Below that it's all faded.

Tip: To setup where effect's should start to blend in and out, download Image.FX by Fubax. It help's a lot.
github.com/Fubaxiusz/fubax-shaders/tree/master/Shaders

About the color shaders. Today i went into photoshop to do some image work. After 10 minutes i was thinking about putting the images into a shader, loading it ingame and do it with reshade.. not sure if that's even possible but i was actively thinking about it.

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2 weeks 1 day ago #173 by Marty
@Prod80 Noticing how almost every your shader has dithering option, have you thought about making it seperate shader ? The dithering, that is.

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2 weeks 1 day ago #174 by prod80

Marty wrote: @Prod80 Noticing how almost every your shader has dithering option, have you thought about making it seperate shader ? The dithering, that is.


You can't do that, because you have to dither before writing back to the backbuffer (where it's quantized)... otherwise you'll just be adding noise.

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2 weeks 22 hours ago - 2 weeks 22 hours ago #175 by Marty

prod80 wrote: You can't do that, because you have to dither before writing back to the backbuffer (where it's quantized)... otherwise you'll just be adding noise.


Ok, I thought it would be something like that, makes sense.

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5 days 3 hours ago - 2 days 18 hours ago #176 by prod80
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