HUD-Masking for Reshade 3 ?????
- vladzor
- Topic Author
I am searching for HUD-Masking shader for reshade 3, like mastereffect
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- Marty McFly
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- crosire
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- moriz1
i know that GeDoSaTo allows you to pick exactly which rendering layer to apply its effects, but something like this is probably out of the scope for ReShade.
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- Marty McFly
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- SiriusHours
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- Kleio420
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- Martigen
Wouldn't help games without depth information, but it'd be good for those that do.
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- crosire
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- moriz1
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- Marty McFly
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That's not the problem: the depth buffer has data even where the GUI is. Say you have a minimap in one corner, the depth buffer does not contain data about the minimap but what's behind. Finding out if depth and color buffer "match" is something our brain is very good at but impossible to do in code. That's why in the GTA V menu you can't see if you're in the menu or not when using AO debug output because depth buffer is same.
UI masking is done in other modifications like ENB / GeDoSaTo by finding the point where the game applies the GUI elements and applying the own effects just before the GUI is created. ReShade can't do that on a generic basis; GeDoSaTo needs hashes specifically selected for the various games, this approach defeats the sense of ReShade being generic. ENB is specifically developed for one game, even one singular patch, so it's hardcoded. Also not applicable for ReShade.
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- moriz1
i guess a true dynamic UI mask is simply out of scope for reshade to handle, unless some other tool comes along that can inject reshade shaders before the GUI is drawn.
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- Martigen
Thanks for the explanation Marty, that makes sense.Marty McFly wrote: ÃŽ accidentally edited your post instead of replying
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That's not the problem: the depth buffer has data even where the GUI is. Say you have a minimap in one corner, the depth buffer does not contain data about the minimap but what's behind. Finding out if depth and color buffer "match" is something our brain is very good at but impossible to do in code. That's why in the GTA V menu you can't see if you're in the menu or not when using AO debug output because depth buffer is same.
UI masking is done in other modifications like ENB / GeDoSaTo by finding the point where the game applies the GUI elements and applying the own effects just before the GUI is created. ReShade can't do that on a generic basis; GeDoSaTo needs hashes specifically selected for the various games, this approach defeats the sense of ReShade being generic. ENB is specifically developed for one game, even one singular patch, so it's hardcoded. Also not applicable for ReShade.
I guess there's one last possibility for this holy grail -- a (shader/technique?) that allows us to breakdown the scene by frame, such that we can determine at what point the UI is applied. Then, use this information to exclude it. It will always be different for every game, but once known, everyone can apply it.
*hopes*
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- crosire
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- moriz1
i vaguely recall that you mentioned something about working on an automatic UI detection method, so that reshade can apply effects before the UI is draw for each frame. is that still happening? or is that actually impossible?
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- crosire
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- Marty McFly
However, take your time mate!
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- Kleio420
so are you saying that reshade as is is not able to do similar on some games that GeDoSaTo is able to determine where the gui is rendered or just that its to time consuming to be worth looking to much into atm vs other things your time is better spent on ik me and im sure many others are just curious if this is on the back burner possible or notcrosire wrote: Was a plan, but I abandoned it. I don't have plans to add any more major feature to ReShade for a while. I simply do not have the time and stomach in the moment.
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- F D B
Sorry to bring this up again, but I thought it might be better to use this instead of creating a new topic for a similar task.
I need to create a mask for the scoreboard and tv logo which I stroked in red for this image.
I've never done this, and I'm struggling to understand how would I go about it.
I want that part to remain untouched, so I can apply DOF to the rest.
Because, otherwise, this is what it looks like:
See how the hud look blurred?
Hope someone can take a minute or two to guide me step by step.
Thank you very much!
BTW: I'm using ReShade through Mediator but I guess I could manage to adapt it if you teach me with some other version too.
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- F D B