Prod80's shader library
- aaronth07
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- prod80
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- prod80
- Topic Author
PD80_03_Shadows_Midtones_Highlights.fx
Added 20 blendmodes, custom color pickers, and opacity sliders which let you mix that with shadows, midtones, or highlights as you please! The ultamate color grading tool
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- prod80
- Topic Author
PD80_04_Color_Gradients.fx
PD80_05_Sharpening.fx
PD80_04_Contrast_Brightness_Saturation.fx
PD80_01_Remove_Tint.fx
PD80_04_BlacknWhite.fx
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- Martigen
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- Niko of Death
(A slight movement changes the color correction from a blue tint to complete red)
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- prod80
- Topic Author
Niko of Death wrote: Love the remove_tint shader, but it seems to play pretty weirdly with Deus Ex Human Revolution Directors Cut. Even with the time-based fade effect, the correction often changes distractingly quickly. Additionally, I found at least one area where the shader seemingly completely breaks (the bathroom at Sarif Industries), as seen here: imgur.com/a/MpyNyAV
(A slight movement changes the color correction from a blue tint to complete red)
Try lowering the precision (set to 0 or 1), also use "Find Dark Color" as detection method, and don't use Whitepoint Correction unless you really have to. The shader works by detecting the lowest RGB value and the highest, then uses those to determine the rest. So in scenes where low and high are very close it may behave weirdly. It's not really a shader you want to keep ON during gameplay, rather for screenshots. It's also not a behavior I can change because then it will mute the effect across the entire range.
Hope this helps.
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- prod80
- Topic Author
PD80_04_Magical_Rectangle.fx
This is a rectangle, that can do a lot of interesting things (more being developed/fine tuned) among those;
Create a rectangle, change dimensions/rotation, change color, change position in 3D space, blend with depth, blend with colors, create gradients, soften edges, create game mist, remove game mist, create flares, manipulate contrasts/brightness, create light leaks, and so on. It may look boring when loaded, but toy with some options and use some imagination
Excuse the wrongly selected depth buffer, but just a quick example screenshot of one of the things this shader can do:
Original image...
Lets mess with sky and distant landscape...
I'm a boring grey square to start off with, though...
UI
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- Niko of Death
Thanks, here I was using whitepoint, blackpoint, and midtone. In terms of gameplay use vs screenshot use, I feel like a slider for the time based fade (to set how fast it fades), and (if this is possible within reshades constraints) an accumulation option (so, for example, the correction is averaged from the past 10 seconds, rather than just the current frame), would help a lot with gameplay viability. Apologies if these are unreasonable requests, I've just found the shader very effective at automatically doing corrections that are difficult to do by hand. Alternatively, maybe some sort of debug output that gives you values to replicate the current correction in another shader, so when you find a good automatic correction you can make it static?prod80 wrote:
Niko of Death wrote: Love the remove_tint shader, but it seems to play pretty weirdly with Deus Ex Human Revolution Directors Cut. Even with the time-based fade effect, the correction often changes distractingly quickly. Additionally, I found at least one area where the shader seemingly completely breaks (the bathroom at Sarif Industries), as seen here: imgur.com/a/MpyNyAV
(A slight movement changes the color correction from a blue tint to complete red)
Try lowering the precision (set to 0 or 1), also use "Find Dark Color" as detection method, and don't use Whitepoint Correction unless you really have to. The shader works by detecting the lowest RGB value and the highest, then uses those to determine the rest. So in scenes where low and high are very close it may behave weirdly. It's not really a shader you want to keep ON during gameplay, rather for screenshots. It's also not a behavior I can change because then it will mute the effect across the entire range.
Hope this helps.
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- prod80
- Topic Author
Niko of Death wrote:
Thanks, here I was using whitepoint, blackpoint, and midtone. In terms of gameplay use vs screenshot use, I feel like a slider for the time based fade (to set how fast it fades), and (if this is possible within reshades constraints) an accumulation option (so, for example, the correction is averaged from the past 10 seconds, rather than just the current frame), would help a lot with gameplay viability. Apologies if these are unreasonable requests, I've just found the shader very effective at automatically doing corrections that are difficult to do by hand. Alternatively, maybe some sort of debug output that gives you values to replicate the current correction in another shader, so when you find a good automatic correction you can make it static?prod80 wrote:
Niko of Death wrote: Love the remove_tint shader, but it seems to play pretty weirdly with Deus Ex Human Revolution Directors Cut. Even with the time-based fade effect, the correction often changes distractingly quickly. Additionally, I found at least one area where the shader seemingly completely breaks (the bathroom at Sarif Industries), as seen here: imgur.com/a/MpyNyAV
(A slight movement changes the color correction from a blue tint to complete red)
Try lowering the precision (set to 0 or 1), also use "Find Dark Color" as detection method, and don't use Whitepoint Correction unless you really have to. The shader works by detecting the lowest RGB value and the highest, then uses those to determine the rest. So in scenes where low and high are very close it may behave weirdly. It's not really a shader you want to keep ON during gameplay, rather for screenshots. It's also not a behavior I can change because then it will mute the effect across the entire range.
Hope this helps.
Ok, first things first
Whitepoint will only add value if the whitepoint in the scene is actually changed, this is generally not the case in games, even if you don't see white in your scene. Changing white point has a variety of issues, most notably the loss of white even when there should be (like sun being very dim and not shining). So I would leave that one disabled unless you run in specific issues where you want it corrected. As for blackpoint and the related flickering, I can't do much about it. The darkest pixel, or average of pixels (if you use a higher number on precision) will always change and fluctuate quite rapidly. There's no way for the shader to tell "I have the correct value now". So to accumulate values or whatnot over time isn't going to help when you don't know you are collecting the right values as it could go wrong and then you end up in a purple world and it will stay purple until you restart the game so that memory is flushed.
What I perhaps can do however, is provide an option to "freeze" the correction to whatever value it detected at that point and leave that there until you unfreeze it, or until you reload the game/reshade/shader.
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- prod80
- Topic Author
- Added option to "Freeze" the color correction in the Remove Tint shader. So you can find a spot where correction makes it all great, click a button, and keep using that value until you unfreeze it, reload the shader / ReShade / the game.
- Added Depth Slicer shader that will let you take a slice of the depth and manipulate things around it
- Added some updated to Magical Rectangle shader, so now you can draw bubbles too
Depth slicer, simple example
Bubbles from the Magical Rectangle shader
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- Niko of Death
prod80 wrote: Updates
- Added option to "Freeze" the color correction in the Remove Tint shader. So you can find a spot where correction makes it all great, click a button, and keep using that value until you unfreeze it, reload the shader / ReShade / the game.
- Added Depth Slicer shader that will let you take a slice of the depth and manipulate things around it
- Added some updated to Magical Rectangle shader, so now you can draw bubbles too
Depth slicer, simple example
Bubbles from the Magical Rectangle shader
Awesome! Thanks for implementing the idea.
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- prod80
- Topic Author
prod80 wrote: Awesome! Thanks for implementing the idea.
Welcome, always looking to improve things
You should re-download it, just did a major update on it. Should be a lot better now... like, a lot.
It can now do proper midpoint correction
To
From
To
And even a very extreme example which will obviously cause some precision issues to correct (because of the huge compression) but just to show how much it can actually restore..
From
To
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- prod80
- Topic Author
Correct Contrast shader works exactly the same as Photoshop effect "Auto Contrast".
Correct Color shader works exactly same (with additional methods/options) as Photoshop "Auto Tint".
Correct Contrast may not always have an effect because if the scene has pure white and black, no correction is assumed to be needed as the whole range of colors is utilized. Additionally it may also "over correct" when the scene is dark and will greatly boost brightness. So it's more of a tool for screenshots than something to play with, ie- I will not correct issues like "It makes everything very bright here" because it is suppose to do that. Use Correct Color shader if you look for something that you can reasonably leave on while playing because it has luminance preservation options.
Photoshop also has a method called "Auto Color" and while part of this is represented in the Correct Color shader, I have added an additional whitepoint correction to it (Photoshop version will adjust whitepoint, but not tinting in white point). As such won't look the same, but will give better results in games.
Next to this, it can also correct greypoint by calculating the average of the colors closets to neutral grey in the scene and using this to balance mid point.
Enjoy!
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- prod80
- Topic Author
Enjoy!
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- prod80
- Topic Author
PD80_04_Color_Gradients.fx
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- Tom Yum 72
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- prod80
- Topic Author
PD80_04_Color_Balance.fx
PD80_03_Shadows_Midtones_Highlights.fx
PD80_04_Color_Gradients.fx
All these shaders have separation between shadows, midtones, and highlights.
The current implementation of separating those channels was with a more precise method to ensure editing 1 channel did not influence another. However this could lead to rather strong transition lines when editing between the different contrasts.
Have now added a "Smooth" mode in the UI that will ensure those transitions are smoother, though at the cost that editing f.e. shadows will have a minimal impact on highlights as well.
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- F D B
This is very impressive!
I kept scrolling down and never wanted the first post to end.
Thank you very much mate!
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- prod80
- Topic Author
mostly further tweaking and setting up which color spaces to use when
RGB<>HSL
RGB<>HSV
Those conversions are needed for a lot of effects. So I've updated 12 of my shaders with these changes.
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