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TOPIC: Requests for effect ports to ReShade 3.0

Requests for effect ports to ReShade 3.0 2 years 10 months ago #21

What about all the old AO methods Marty ported?
The UI-Mask "Shader"!
Oh and I really liked the ColorMap part from TuningPalette! :)
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Requests for effect ports to ReShade 3.0 2 years 10 months ago #22

Thank you Crosire!
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Requests for effect ports to ReShade 3.0 2 years 10 months ago #23

crosire wrote:
Added martinsh's film grain effect (the one ALo81 had ported) as FilmGrain2
Added DPX effect
Added Sepia effect
Replaced YACA with CeeJay's CA

Thanks Crosire!
I've almost got back all my fav Ceejay shaders.
The last one i miss it is Bloom ( sorry but i don't like the other one ).
While from the old reshade i miss these other two: Spherical Tonemap and Reinhard ( both of Marty ).
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Requests for effect ports to ReShade 3.0 2 years 10 months ago #24

from Reshade 2.0.3f1:
Bloom by Gannosa
Gauss by Ioxa (gaussian bloom, gaussian blur, unsharpmask)
Thank you!
Last Edit: 2 years 10 months ago by MrFreud.
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Requests for effect ports to ReShade 3.0 2 years 10 months ago #25

Is there any tutorials on how to port over the shaders to 3.0 compatible versions on the web? Or do we just wait for someone to do it?
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Requests for effect ports to ReShade 3.0 2 years 10 months ago #26

What is SurfaceBlur for in particular? It's a very subtle effect. It doesn't do what either the storybook or cel shaders do though, so I hope someone can port those.
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Requests for effect ports to ReShade 3.0 2 years 10 months ago #27

MrFreud wrote:
from Reshade 2.0.3f1:
Bloom by Gannosa
Gauss by Ioxa (gaussian bloom, gaussian blur, unsharpmask)
Thank you!

Gaussian blur is on GitHub, its been changed a little so it can be adjusted in the GUI but you should be able to get the same results.
I made an unsharpmask shader based off the new gaussian blur but I didn't put it on GitHub because there are already a few sharpening shaders on there. But here it is if you want to try it, just paste the code into a .fx file.
Warning: Spoiler! [ Click to expand ]

As for gaussian bloom, I kinda gave up on it. I just can't get it to look the same as it did in Boulotaur2024's original shader.
Nerd wrote:
What is SurfaceBlur for in particular? It's a very subtle effect. It doesn't do what either the storybook or cel shaders do though, so I hope someone can port those.
Surface blur is like gaussian blur but it won't blur across edges. Its good for noise reduction or subtle blurring without creating halos.
If you're going for a cel shaded look you could try over sharpening the image to bring out more edges then use cartoon, and then use surface blur to smooth things out. If you need more blurring from surface blur you can add this to the Preprocessor Definitions in the settings tab,
SurfaceBlurIterations=2
or
SurfaceBlurIterations=3
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Requests for effect ports to ReShade 3.0 2 years 10 months ago #28

Ioxa
Aw that's a shame you gave up on adding gauss bloom. I hope you will be able to port it sometime. I think it was a great little shader and I've used it ever since you ported it to Reshade 0.18 up until 2.0.

/ Insomnia
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Requests for effect ports to ReShade 3.0 2 years 10 months ago #29

Light sources in Skyrim SE would benefit a lot from gaussian bloom. + what Insomnia wrote.
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Requests for effect ports to ReShade 3.0 2 years 10 months ago #30

I "ported" the Reinhard Linear shader to 3.0. Honestly I had no idea what I was doing, but it ended up working. Somewhat.... :P
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//LICENSE AGREEMENT AND DISTRIBUTION RULES:
//1 Copyrights of the Master Effect exclusively belongs to author - Gilcher Pascal aka Marty McFly.
//2 Master Effect (the SOFTWARE) is DonateWare application, which means you may or may not pay for this software to the author as donation.
//3 If included in ENB presets, credit the author (Gilcher Pascal aka Marty McFly).
//4 Software provided "AS IS", without warranty of any kind, use it on your own risk. 
//5 You may use and distribute software in commercial or non-commercial uses. For commercial use it is required to warn about using this software (in credits, on the box or other places). Commercial distribution of software as part of the games without author permission prohibited.
//6 Author can change license agreement for new versions of the software.
//7 All the rights, not described in this license agreement belongs to author.
//8 Using the Master Effect means that user accept the terms of use, described by this license agreement.
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//For more information about license agreement contact me:
//https://www.facebook.com/MartyMcModding
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//Copyright (c) 2009-2015 Gilcher Pascal aka Marty McFly
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//Credits :: Ubisoft
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


//Amateur port by Insomnia 

uniform float ReinhardLinearSlope <
	ui_type = "drag";
	ui_min = 1.0; ui_max = 5.0;
	ui_tooltip = "how steep the color curve is at linear point";
> = 1.250;
uniform float ReinhardLinearWhitepoint <
	ui_type = "drag";
	ui_min = 0.0; ui_max = 20.0;
	ui_tooltip = "...";
> = 7.250;
uniform float ReinhardLinearPoint <
	ui_type = "drag";
	ui_min = 0.0; ui_max = 2.0;
	ui_tooltip = "...";
> = 0.150;


#include "ReShade.fxh"

float3 ReinhardLinearPass(float4 position : SV_Position, float2 texcoord : TexCoord) : SV_Target
{
	float3 color = tex2D(ReShade::BackBuffer, texcoord).rgb;
	
	float3 x = color.rgb;
	//float x = color;

    	const float W = ReinhardLinearWhitepoint;	        // Linear White Point Value
    	const float L = ReinhardLinearPoint;           // Linear point
    	const float C = ReinhardLinearSlope;           // Slope of the linear section
    	const float K = (1 - L * C) / C; // Scale (fixed so that the derivatives of the Reinhard and linear functions are the same at x = L)
    	float3 reinhard = L * C + (1 - L * C) * (1 + K * (x - L) / ((W - L) * (W - L))) * (x - L) / (x - L + K);

    	// gamma space or not?
    	color.rgb = (x > L) ? reinhard : C * x;
	
	return color;
}


technique ReinhardLinear
{
	pass
	{
		VertexShader = PostProcessVS;
		PixelShader = ReinhardLinearPass;
	}
}
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The following user(s) said Thank You: XIIICaesar, Biscuit

Requests for effect ports to ReShade 3.0 2 years 10 months ago #31

Insomnia wrote:
I "ported" the Reinhard Linear shader to 3.0. Honestly I had no idea what I was doing, but it ended up working. Somewhat.... :P
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//LICENSE AGREEMENT AND DISTRIBUTION RULES:
//1 Copyrights of the Master Effect exclusively belongs to author - Gilcher Pascal aka Marty McFly.
//2 Master Effect (the SOFTWARE) is DonateWare application, which means you may or may not pay for this software to the author as donation.
//3 If included in ENB presets, credit the author (Gilcher Pascal aka Marty McFly).
//4 Software provided "AS IS", without warranty of any kind, use it on your own risk. 
//5 You may use and distribute software in commercial or non-commercial uses. For commercial use it is required to warn about using this software (in credits, on the box or other places). Commercial distribution of software as part of the games without author permission prohibited.
//6 Author can change license agreement for new versions of the software.
//7 All the rights, not described in this license agreement belongs to author.
//8 Using the Master Effect means that user accept the terms of use, described by this license agreement.
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//For more information about license agreement contact me:
//https://www.facebook.com/MartyMcModding
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//Copyright (c) 2009-2015 Gilcher Pascal aka Marty McFly
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//Credits :: Ubisoft
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


//Amateur port by Insomnia 

uniform float ReinhardLinearSlope <
	ui_type = "drag";
	ui_min = 1.0; ui_max = 5.0;
	ui_tooltip = "how steep the color curve is at linear point";
> = 1.250;
uniform float ReinhardLinearWhitepoint <
	ui_type = "drag";
	ui_min = 0.0; ui_max = 20.0;
	ui_tooltip = "...";
> = 7.250;
uniform float ReinhardLinearPoint <
	ui_type = "drag";
	ui_min = 0.0; ui_max = 2.0;
	ui_tooltip = "...";
> = 0.150;


#include "ReShade.fxh"

float3 ReinhardLinearPass(float4 position : SV_Position, float2 texcoord : TexCoord) : SV_Target
{
	float3 color = tex2D(ReShade::BackBuffer, texcoord).rgb;
	
	float3 x = color.rgb;
	//float x = color;

    	const float W = ReinhardLinearWhitepoint;	        // Linear White Point Value
    	const float L = ReinhardLinearPoint;           // Linear point
    	const float C = ReinhardLinearSlope;           // Slope of the linear section
    	const float K = (1 - L * C) / C; // Scale (fixed so that the derivatives of the Reinhard and linear functions are the same at x = L)
    	float3 reinhard = L * C + (1 - L * C) * (1 + K * (x - L) / ((W - L) * (W - L))) * (x - L) / (x - L + K);

    	// gamma space or not?
    	color.rgb = (x > L) ? reinhard : C * x;
	
	return color;
}


technique ReinhardLinear
{
	pass
	{
		VertexShader = PostProcessVS;
		PixelShader = ReinhardLinearPass;
	}
}
Dude, how do you port them over though? I been trying to find any material or tutorials on how. Thanx for this too.
Last Edit: 2 years 10 months ago by XIIICaesar. Reason: Typo
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Requests for effect ports to ReShade 3.0 2 years 10 months ago #32

XIIICaesar wrote:
Dude, how do you port them over though? I been trying to find any material or tutorials on how. Thanx for this too.

I copied an existing ReShade 3.0 shader and compared the old Reinhard shader with the new one and took it from there. I was just lucky it worked lol.
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The following user(s) said Thank You: XIIICaesar

Requests for effect ports to ReShade 3.0 2 years 10 months ago #33

Insomnia wrote:
XIIICaesar wrote:
Dude, how do you port them over though? I been trying to find any material or tutorials on how. Thanx for this too.

I copied an existing ReShade 3.0 shader and compared the old Reinhard shader with the new one and took it from there. I was just lucky it worked lol.
Oh, okay. I attempted to do that with Marty McFly's FILMICCURVE & HPD tonemaps but was blown away by the lines in the old shader files Lol. Thanx again man. I'm using a preset for Arkham Knight that used FILmICCURVE (HPD PERSONAL SWAP/TWEAK) but Reinhard Linear adjusted looks very similar to the FILMICCURVE.

I've successfully ported HPD & FILMICCURVE tonemaps by Marty McFly to ReShade 3.x. I'm posting them in a thread I created in the Presentation forum. Marty McFly Tonemaps ported to v3.x I'll try to port more of them later.
Last Edit: 2 years 10 months ago by XIIICaesar.
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Requests for effect ports to ReShade 3.0 2 years 10 months ago #34

Color Mood ported for ReShade 3.x.
Warning: Spoiler! [ Click to expand ]
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The following user(s) said Thank You: Biscuit

Requests for effect ports to ReShade 3.0 2 years 9 months ago #35

I'm missing the following shader:

- Cross Process by MartyMcFly.

Thank you in advance.
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Requests for effect ports to ReShade 3.0 2 years 9 months ago #36

Ioxa
Thanks for the tip for oversharpening + cartoon + blur. It's a LOT more noisy and blurry than that GSDX celshader but it will work I guess.

Really hoping someone will port the Storybook shader though, you can't replicate that one.
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Requests for effect ports to ReShade 3.0 2 years 9 months ago #37

Insomnia wrote:
XIIICaesar wrote:
Dude, how do you port them over though? I been trying to find any material or tutorials on how. Thanx for this too.

I copied an existing ReShade 3.0 shader and compared the old Reinhard shader with the new one and took it from there. I was just lucky it worked lol.
isnt there a file that states the basic layout of shaders reshade will understand ? used to be on 2.0 builds
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Requests for effect ports to ReShade 3.0 2 years 9 months ago #38

That would be the reference.md file on Github, no idea what "MD" is but it's plain text so any text editor seem to be able to handle it. - github.com/crosire/reshade-shaders/blob/master/REFERENCE.md
Last Edit: 2 years 9 months ago by JBeckman.
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Requests for effect ports to ReShade 3.0 2 years 9 months ago #39

JBeckman wrote:
no idea what "MD" is
Markdown (a text markup language).
Cheers, crosire =)
Last Edit: 2 years 9 months ago by crosire.
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Requests for effect ports to ReShade 3.0 2 years 9 months ago #40

These weren't in the older reshades but I would like to request:

-LunaMoo's Scalable Scanlines (always look great nomatter the resolution)
forums.ppsspp.org/showthread.php?tid=6594

-MDEC Filter (blurs low rez pixelated videos only -- like a gaussian blur that only activates on videos)
*from Pete's OpenGL 2.9 video plugin for playstation emulators*

-ScaleFX x9 (identical to 6xbrz but it's a shader form)
(don't remember if reshade has multpass support or not)
github.com/libretro/common-shaders/blob/...scalefx/scalefx9.cgp
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