Welcome, Guest.
Username: Password: Remember me

TOPIC: Shaders from Nvidia Shader Library

Shaders from Nvidia Shader Library 1 year 2 weeks ago #1

Looking through it (linkity link) for anything interesting I found those:
- Anisotropic Hilight; [ Click to expand ]

- Edge Fuzz; [ Click to expand ]

- Relief Mapping [ Click to expand ]

- Blinn Bump Reflect [ Click to expand ]

(images are clickable)

Are there any analogs of those in ReshadeFX (besides Emboss in CustomFX) and there aren't is anybody interested in porting? If that's possible at all of course. They all writen in HLSL. I'm most interested in Edge Fuzz as I always wanted edges to look more realistic like that.
The administrator has disabled public write access.

Shaders from Nvidia Shader Library 1 year 2 weeks ago #2

  • piltrafus
  • piltrafus's Avatar
  • Offline
  • Posts: 72
  • Thank you received: 15
Hi. I believe all those shaders need geometry information (Normals, uv, etc) so they are not directly portable to Reshade that works as an image post-process (per pixel color and depth being the only info available).

I would like to ask this to the better informed folks around here: is there a clear name difference for those different kind of shaders? Is "geometry Shader" and "pixel shader" the appropriate way to refer to them? Is it correct to say that Reshade only uses "pixel shaders"?
Thanks.
The administrator has disabled public write access.

Shaders from Nvidia Shader Library 1 year 2 weeks ago #3

  • crosire
  • crosire's Avatar
  • Offline
  • Posts: 2446
  • Thank you received: 1388
piltrafus wrote:
Is "geometry Shader" and "pixel shader" the appropriate way to refer to them? Is it correct to say that Reshade only uses "pixel shaders"?
Thanks.
A geometry shader is another stage in the shader pipeline and can be used to add/remove new vertices while rendering. The examples here are too pixel shaders, only that they are applied on object surfaces instead of to the entire screen (post-processing). They are sometimes referred to as "surface shaders" to distinguish from "post-processing shaders", but from a technical point of view, they do not differ, both are pixel shaders.
Cheers, crosire =)
Last Edit: 1 year 2 weeks ago by crosire.
The administrator has disabled public write access.
The following user(s) said Thank You: PasserBy, piltrafus

Shaders from Nvidia Shader Library 1 year 2 weeks ago #4

What results will be if applied to whole screen? Edge Fuzz needs some way to detect edges, but can other ones work with whole image as single texture with decent result?
The administrator has disabled public write access.

Shaders from Nvidia Shader Library 1 year 2 weeks ago #5

  • Marty McFly
  • Marty McFly's Avatar
  • Offline
  • We've tried nothing and we're all out of ideas!
  • Posts: 609
  • Thank you received: 717
I cannot look into the code right now but I have a very reliable, view stable and artifact free way to emboss normals from depth (there are many trivial solutions out there but they all suffer from artifacts and not really correct data) so anything that only needs depth, color and normals can be ported.

Edit: I hax a look at the edge fuzz and apparently it needs world normals and world view. Maybe I can fake that with regular normals but it may look weird as all objects would receive a furry surface.
Last Edit: 1 year 2 weeks ago by Marty McFly.
The administrator has disabled public write access.
The following user(s) said Thank You: PasserBy

Shaders from Nvidia Shader Library 1 year 2 weeks ago #6

Paradise for furries :D Well, there won't be a way to tell cat from wooden block... Still it can be usable for cartoony games, maybe, I'm not really imagining it.

Edit: depends on how much "everything" is everything and how fuzzy it'll be, might work nice even in not cartoony games.
Last Edit: 1 year 2 weeks ago by PasserBy.
The administrator has disabled public write access.

Shaders from Nvidia Shader Library 1 year 2 weeks ago #7

  • Ganossa
  • Ganossa's Avatar
  • Offline
  • 최정장군
  • Posts: 790
  • Thank you received: 838
I actually think I often had something similar to "edge fuzz" when trying to work out other effects but always thought of it as artifacts :blink:
The administrator has disabled public write access.