About DepthBuffer
- Andreas80
- Topic Author
Hi there, and first thanks a lot for this impressive tools!
I or We like to record some videogame footage and most of our postprocessing is done in AE. But what we really could use ist the DepthBuffer Output.
Therefore my stupid question, is it anyway possible to record both, The Gameoutput (with effects) and second the Depthbuffer alone? I only need a very low res version of the DepthBuffer for later composition purposes.
Best regards
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- Ganossa
If you want to compare both full images set SScomparableStretch to 1.
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- Andreas80
- Topic Author
I need the record of both at the same time. The beauty pass ( game out + sweetfx / reshade ) and the depth buffer in two spearate files.
I have not the possibility to record two times. (No ingame campath or replay tools)
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- crosire
+--------+ +----------------+ +----------------+
| GAME | --> | G A M E | --> | GAME | DEPTH |
+--------+ +----------------+ +----------------+
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- Andreas80
- Topic Author
To make it clear: I like to record in 1920x1080. So i start the game in this resolution in windowed mode
Then i resize the window to 1920x2160!
Now i use something like splitscreen (master effects) and compress the image back to 1920x1080 and out put the whole image depthbuffer on the freed room.
I'm new to reshade, is this possible and could you put me in the right direction how the shader setup should look like to compress the image back to output resolution and display the DepthBuffer next to it. (The standard splitscreen shader cuts the image in the middle)
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- crosire
float4 PS_SplitDepthView(float4 vpos : SV_Position, float2 texcoord : TEXCOORD) : SV_Target
{
float3 col = texcoord.x <= 0.5 ? tex2D(ReShade::BackBuffer, texcoord * float2(0.5, 1.0)).rgb : tex2D(ReShade::LinearizedDepthBuffer, texcoord * float2(0.5, 1.0) + float2(0.5, 0.0)).rrr;
return float4(col, 1.0);
}
technique SplitDepthView < enabled = true; >
{
pass
{
VertexShader = ReShade::VS_PostProcess;
PixelShader = PS_SplitDepthView;
}
}
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- Ganossa
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- Andreas80
- Topic Author
Ganossa: thank you, too. I will try your solution too to see what's the best way Could you short explain how i would setup your solution?
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- Ganossa
Download and install it. Add your target game/application and a preset for it with the mediator tool.
Activate/check the depth visualization and splitscreen shader in the effect pipeline tab (both should be two of the last shader in the pipeline)
Make sure splitscreen is ordered after depth visualization, otherwise use the mouse wheel to change the order.
Press the apply button to confirm the changes.
The splitscreen shader should be set to comparable by default which means it renders two complete pictures next to each other (devided by the y axis by default). If you now stretch you game/application window as suggested by crosire, you get one screen the original and the other screen the depth visualization.
Note, there is a border drawn between both sides of the splitscreen. You can decrease its size in the splitscreen settings (which you can jump to by clicking on the shader in the pipeline tab)
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- crosire
Right, I forgot about that. Should be the easiest way to achieve what you want then.Ganossa wrote: The splitscreen shader should be set to comparable by default which means it renders two complete pictures next to each other (devided by the y axis by default). If you now stretch you game/application window as suggested by crosire, you get one screen the original and the other screen the depth visualization.
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