Requests for effect ports to ReShade 3.0

  • Insomnia
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7 years 5 months ago #41 by Insomnia Replied by Insomnia on topic Requests for effect ports to ReShade 3.0

Darksider-J wrote: I'm missing the following shader:

- Cross Process by MartyMcFly.

Thank you in advance.

/*

		Coded by Gilcher Pascal aka Marty McFly
		Amateur port by Insomnia 
		
*/	

uniform float CrossContrast <
	ui_type = "drag";
	ui_min = 0.50; ui_max = 2.0;
	ui_tooltip = "Contrast";
> = 1.0;
uniform float CrossSaturation <
	ui_type = "drag";
	ui_min = 0.50; ui_max = 2.00;
	ui_tooltip = "Saturation";
> = 1.0;
uniform float CrossBrightness <
	ui_type = "drag";
	ui_min = -1.000; ui_max = 1.000;
	ui_tooltip = "Brightness";
> = 1.0;
uniform float CrossAmount <
	ui_type = "drag";
	ui_min = 0.05; ui_max = 1.50;
	ui_tooltip = "Cross Amount";
> = 0.10;


#include "ReShade.fxh"

float3 CrossPass(float4 position : SV_Position, float2 texcoord : TexCoord) : SV_Target
{
	float3 color = tex2D(ReShade::BackBuffer, texcoord).rgb;
	
	float2 CrossMatrix [3] = {
		float2 (1.03, 0.04),
		float2 (1.09, 0.01),
		float2 (0.78, 0.13),
 		};

	float3 image1 = color.rgb;
	float3 image2 = color.rgb;
	float gray = dot(float3(0.5,0.5,0.5), image1);  
	image1 = lerp (gray, image1,CrossSaturation);
	image1 = lerp (0.35, image1,CrossContrast);
	image1 +=CrossBrightness;
	image2.r = image1.r * CrossMatrix[0].x + CrossMatrix[0].y;
	image2.g = image1.g * CrossMatrix[1].x + CrossMatrix[1].y;
	image2.b = image1.b * CrossMatrix[2].x + CrossMatrix[2].y;
	color.rgb = lerp(image1, image2, CrossAmount);
	
	return color;
}


technique Cross
{
	pass
	{
		VertexShader = PostProcessVS;
		PixelShader = CrossPass;
	}
}

There. :)
The following user(s) said Thank You: XIIICaesar, Darksider-J, Myashi, Marty, Rudy102
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  • Darksider-J
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7 years 5 months ago #42 by Darksider-J Replied by Darksider-J on topic Requests for effect ports to ReShade 3.0
Thank You Insomnia.
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  • Myashi
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7 years 5 months ago #43 by Myashi Replied by Myashi on topic Requests for effect ports to ReShade 3.0

Insomnia wrote:

Darksider-J wrote: I'm missing the following shader:

- Cross Process by MartyMcFly.

Thank you in advance.

/*

		Coded by Gilcher Pascal aka Marty McFly
		Amateur port by Insomnia 
		
*/	

uniform float CrossContrast <
	ui_type = "drag";
	ui_min = 0.50; ui_max = 2.0;
	ui_tooltip = "Contrast";
> = 1.0;
uniform float CrossSaturation <
	ui_type = "drag";
	ui_min = 0.50; ui_max = 2.00;
	ui_tooltip = "Saturation";
> = 1.0;
uniform float CrossBrightness <
	ui_type = "drag";
	ui_min = -1.000; ui_max = 1.000;
	ui_tooltip = "Brightness";
> = 1.0;
uniform float CrossAmount <
	ui_type = "drag";
	ui_min = 0.05; ui_max = 1.50;
	ui_tooltip = "Cross Amount";
> = 0.10;


#include "ReShade.fxh"

float3 CrossPass(float4 position : SV_Position, float2 texcoord : TexCoord) : SV_Target
{
	float3 color = tex2D(ReShade::BackBuffer, texcoord).rgb;
	
	float2 CrossMatrix [3] = {
		float2 (1.03, 0.04),
		float2 (1.09, 0.01),
		float2 (0.78, 0.13),
 		};

	float3 image1 = color.rgb;
	float3 image2 = color.rgb;
	float gray = dot(float3(0.5,0.5,0.5), image1);  
	image1 = lerp (gray, image1,CrossSaturation);
	image1 = lerp (0.35, image1,CrossContrast);
	image1 +=CrossBrightness;
	image2.r = image1.r * CrossMatrix[0].x + CrossMatrix[0].y;
	image2.g = image1.g * CrossMatrix[1].x + CrossMatrix[1].y;
	image2.b = image1.b * CrossMatrix[2].x + CrossMatrix[2].y;
	color.rgb = lerp(image1, image2, CrossAmount);
	
	return color;
}


technique Cross
{
	pass
	{
		VertexShader = PostProcessVS;
		PixelShader = CrossPass;
	}
}

There. :)


Hi Insomnia,
I saw you're importing lots of shaders :D
You've already ported reinhard linear, i was wandering if there's any chance you can port even the Marty's Reinhard.
It is one of the last i miss. It would be much appreciated :)


To everyone else: I've been busy on Mafia 3 so i didn't follow the forum lately. Anyone can tell me if Spherical Tonemap have been ported?
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  • Insomnia
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7 years 5 months ago - 7 years 5 months ago #44 by Insomnia Replied by Insomnia on topic Requests for effect ports to ReShade 3.0

Myashi wrote: Hi Insomnia,
I saw you're importing lots of shaders :D
You've already ported reinhard linear, i was wandering if there's any chance you can port even the Marty's Reinhard.
It is one of the last i miss. It would be much appreciated :)


Ported it a few weeks ago so sorry for not posting it here.
/*
		Original shader by Marty McFly
		Amateur port by Insomnia 
	
*/



uniform float ReinhardWhitepoint <
	ui_type = "drag";
	ui_min = 0.0; ui_max = 10.0;
	ui_tooltip = "how steep the color curve is at linear point";
> = 1.250;
uniform float ReinhardScale <
	ui_type = "drag";
	ui_min = 0.0; ui_max = 3.0;
	ui_tooltip = "how steep the color curve is at linear point";
> = 0.50;


#include "ReShade.fxh"

float3 ReinhardPass(float4 position : SV_Position, float2 texcoord : TexCoord) : SV_Target
{

	float3 x = tex2D(ReShade::BackBuffer, texcoord).rgb;
	const float W =  ReinhardWhitepoint;	// Linear White Point Value
    	const float K =  ReinhardScale;        // Scale

    	// gamma space or not?
    	return (1 + K * x / (W * W)) * x / (x + K);
}


technique Reinhard
{
	pass
	{
		VertexShader = PostProcessVS;
		PixelShader = ReinhardPass;
	}
}

Myashi wrote: To everyone else: I've been busy on Mafia 3 so i didn't follow the forum lately. Anyone can tell me if Spherical Tonemap have been ported?


I took the liberty of porting that too if you don't mind, but I'm unsure if it works as it should... It just brightens the image.
/*

		Coded by Gilcher Pascal aka Marty McFly
		Amateur port by Insomnia 
		
*/	

uniform float sphericalAmount <
	ui_type = "drag";
	ui_min = 0.00; ui_max = 2.00;
	ui_label = "Spherical amount";
	ui_tooltip = "Amount of spherical tonemapping applied...sort of";
> = 1.0;



#include "ReShade.fxh"

float3 SphericalPass(float4 position : SV_Position, float2 texcoord : TexCoord) : SV_Target
{
	float3 color = tex2D(ReShade::BackBuffer, texcoord).rgb;
	
	float3 signedColor = color.rgb * 2.0 - 1.0;
	float3 sphericalColor = sqrt(1.0 - signedColor.rgb * signedColor.rgb);
	sphericalColor = sphericalColor * 0.5 + 0.5;
	sphericalColor *= color.rgb;
	color.rgb += sphericalColor.rgb * sphericalAmount;
	color.rgb *= 0.95;
	
	return color.rgb;
}


technique SphericalTonemap
{
	pass
	{
		VertexShader = PostProcessVS;
		PixelShader = SphericalPass;
	}
}
Last edit: 7 years 5 months ago by Insomnia.
The following user(s) said Thank You: XIIICaesar, Myashi, Rudy102
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  • Insomnia
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7 years 5 months ago #45 by Insomnia Replied by Insomnia on topic Requests for effect ports to ReShade 3.0
Please, if I'm doing ANYTHING wrong by porting stuff to 3.x, just tell me, or feel free to edit my posts. Thank you!
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  • Myashi
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7 years 5 months ago - 7 years 5 months ago #46 by Myashi Replied by Myashi on topic Requests for effect ports to ReShade 3.0

Insomnia wrote:

Myashi wrote: Hi Insomnia,
I saw you're importing lots of shaders :D
You've already ported reinhard linear, i was wandering if there's any chance you can port even the Marty's Reinhard.
It is one of the last i miss. It would be much appreciated :)


Ported it a few weeks ago so sorry for not posting it here.
/*
		Original shader by Marty McFly
		Amateur port by Insomnia 
	
*/



uniform float ReinhardWhitepoint <
	ui_type = "drag";
	ui_min = 0.0; ui_max = 10.0;
	ui_tooltip = "how steep the color curve is at linear point";
> = 1.250;
uniform float ReinhardScale <
	ui_type = "drag";
	ui_min = 0.0; ui_max = 3.0;
	ui_tooltip = "how steep the color curve is at linear point";
> = 0.50;


#include "ReShade.fxh"

float3 ReinhardPass(float4 position : SV_Position, float2 texcoord : TexCoord) : SV_Target
{

	float3 x = tex2D(ReShade::BackBuffer, texcoord).rgb;
	const float W =  ReinhardWhitepoint;	// Linear White Point Value
    	const float K =  ReinhardScale;        // Scale

    	// gamma space or not?
    	return (1 + K * x / (W * W)) * x / (x + K);
}


technique Reinhard
{
	pass
	{
		VertexShader = PostProcessVS;
		PixelShader = ReinhardPass;
	}
}

Myashi wrote: To everyone else: I've been busy on Mafia 3 so i didn't follow the forum lately. Anyone can tell me if Spherical Tonemap have been ported?


I took the liberty of porting that too if you don't mind, but I'm unsure if it works as it should... It just brightens the image.
/*

		Coded by Gilcher Pascal aka Marty McFly
		Amateur port by Insomnia 
		
*/	

uniform float sphericalAmount <
	ui_type = "drag";
	ui_min = 0.00; ui_max = 2.00;
	ui_label = "Spherical amount";
	ui_tooltip = "Amount of spherical tonemapping applied...sort of";
> = 1.0;



#include "ReShade.fxh"

float3 SphericalPass(float4 position : SV_Position, float2 texcoord : TexCoord) : SV_Target
{
	float3 color = tex2D(ReShade::BackBuffer, texcoord).rgb;
	
	float3 signedColor = color.rgb * 2.0 - 1.0;
	float3 sphericalColor = sqrt(1.0 - signedColor.rgb * signedColor.rgb);
	sphericalColor = sphericalColor * 0.5 + 0.5;
	sphericalColor *= color.rgb;
	color.rgb += sphericalColor.rgb * sphericalAmount;
	color.rgb *= 0.95;
	
	return color.rgb;
}


technique SphericalTonemap
{
	pass
	{
		VertexShader = PostProcessVS;
		PixelShader = SphericalPass;
	}
}


Thank you Insomnia.
I'll test Spherical Tonemap :)
Last edit: 7 years 5 months ago by Myashi.
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  • TreppenBananenHutstaender
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7 years 5 months ago #47 by TreppenBananenHutstaender Replied by TreppenBananenHutstaender on topic Requests for effect ports to ReShade 3.0
Hey i "ported" the Watch Dogs Tonemap Shader hope it works :lol:
/**
 * Watch_Dogs Tonemap
 * Original by Marty McFly
 * Amateur port by TreppenBananenHutstaender
 */

#include "ReShade.fxh"

float3 WatchDogsToneMapPass(float4 position : SV_Position, float2 texcoord : TexCoord) : SV_Target
{
	float3 x = tex2D(ReShade::BackBuffer, texcoord).rgb;
	const float3 A = float3(0.55f, 0.50f, 0.45f);	// Shoulder strength
	const float3 B = float3(0.30f, 0.27f, 0.22f);	// Linear strength
	const float3 C = float3(0.10f, 0.10f, 0.10f);	// Linear angle
	const float3 D = float3(0.10f, 0.07f, 0.03f);	// Toe strength
	const float3 E = float3(0.01f, 0.01f, 0.01f);	// Toe Numerator
	const float3 F = float3(0.30f, 0.30f, 0.30f);	// Toe Denominator
	const float3 W = float3(2.80f, 2.90f, 3.10f);	// Linear White Point Value
	const float3 F_linearWhite = ((W*(A*W+C*B)+D*E)/(W*(A*W+B)+D*F))-(E/F);
	float3 F_linearColor = ((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-(E/F);

    // gamma space or not?
	return pow(saturate(F_linearColor * 1.25 / F_linearWhite),1.25);
}

technique WatchDogsTonemap
{
	pass
	{
		VertexShader = PostProcessVS;
		PixelShader = WatchDogsToneMapPass;
	}
}
The following user(s) said Thank You: XIIICaesar
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  • F D B
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7 years 4 months ago #48 by F D B Replied by F D B on topic Requests for effect ports to ReShade 3.0
Any chance of having HSV (from CustomFX) ported to the new ReShade Version?.
Need it badly!

Thanks
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  • Gar Stazi
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7 years 4 months ago #49 by Gar Stazi Replied by Gar Stazi on topic Requests for effect ports to ReShade 3.0
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  • Martigen
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7 years 4 months ago - 7 years 4 months ago #50 by Martigen Replied by Martigen on topic Requests for effect ports to ReShade 3.0
Thank you all you geniuses who port shaders, we'd be lost without you :)

And my request -- it's been overlooked because we already have it, but we don't -- er, let me explain:

SMAA
The one we have is a port of the original, not Ceejay's modified one that included slight performance enhancements and the addition of depth-edge detection, which can be combined with color to basically get the best possible result you can get with shader-based AA.

So, could some kind genius port (and replace) Ceejay's SMAA in the Reshade archive on GitHub? Note it will need to respect the new depth pre-processor flag RESHADE_DEPTH_LINEARIZATION_FAR_PLANE=.

Edit: Or maybe, if it's better, add it as 'Ceejay_SMAA' so there's both in there.


FXAA
This chap is asking for a similar thing re FXAA: reshade.me/forum/suggestions/2723-can-we-get-a-better-fxaa

I haven't investigated much, but I do know the current FXAA needs #define FXAA_QUALITY__PRESET 39 to ensure maximum quality, whereas the one in the old SweetFX package ranged from 1-9. No idea why the quality presets are different, but browsing the code for both there are differences -- which is the latest/bestest version?

As these are both pivotal shaders it would be good to ensure we have the best versions thereof in Reshade.

Thank you in advance! May your Christmas be laden with booze, sex, and Santa! But not sex with Santa. Unless you want to, that is. Not judging. NOT JUDGING.
Last edit: 7 years 4 months ago by Martigen.
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  • F D B
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7 years 4 months ago #51 by F D B Replied by F D B on topic Requests for effect ports to ReShade 3.0
That's right, amazing! THANK YOU
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  • crosire
  • Topic Author
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7 years 4 months ago #52 by crosire Replied by crosire on topic Requests for effect ports to ReShade 3.0
ReShade comes with the stock/original implementations of SMAA and FXAA adjusted for ReShade. The ones in SweetFX were modified versions that I don't know the licensing model of and therefore cannot distribute without knowing where they came from (well the SMAA optimizations are from CeeJay, so that would be less of a problem, but don't know about FXAA).
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  • Insomnia
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7 years 4 months ago #53 by Insomnia Replied by Insomnia on topic Requests for effect ports to ReShade 3.0
Ok... So I'm not getting much further now without some help.

This is the Color filter shader by Ioxa that I've tried porting to ReShade 3.x with all GUI annotations, but I'm stuck at the "mode switches". ReShade tells me I'm redefining stuff that sits in if statements. So I give up. :P I left some commented lines in case people want to fix the GUI annotations...

Here's the half-finished shader. Note that some settings are only available in the shader itself because I don't really know how to add them to the GUI.
Warning: Spoiler!


Cheers
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  • Insomnia
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7 years 4 months ago #54 by Insomnia Replied by Insomnia on topic Requests for effect ports to ReShade 3.0
Martys FishEye CA lens shader ported.
/*
		Credits :: icelaglace, a.o => (ported from some blog, author unknown)
		Credits :: Pascal aka Marty McFly
		Amateur port by Insomnia (with code additions by unknown ReShade forum user)
	
*/


uniform float fFisheyeZoom <
	ui_type = "drag";
	ui_min = 0.5; ui_max = 1.0;
	ui_label = "Fish Eye Zoom";
	ui_tooltip = "Lens zoom to hide bugged edges due to texcoord modification";
> = 0.55;
uniform float fFisheyeDistortion <
	ui_type = "drag";
	ui_min = -0.300; ui_max = 0.300;
	ui_label = "Fisheye Distortion";
	ui_tooltip = "Distortion of image";
> = 0.01;
uniform float fFisheyeDistortionCubic <
	ui_type = "drag";
	ui_min = -0.300; ui_max = 0.300;
	ui_label = "Fisheye Distortion Cubic";
	ui_tooltip = "Distortion of image, cube based";
> = 0.7;
uniform float fFisheyeColorshift <
	ui_type = "drag";
	ui_min = -0.10; ui_max = 0.10;
	ui_label = "Colorshift";
	ui_tooltip = "Amount of color shifting";
> = 0.050;

#include "ReShade.fxh"

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

	float4 coord=0.0;
	coord.xy=texcoord.xy;
	coord.w=0.0;

	color.rgb = 0.0;
	  
	float3 eta = float3(1.0+fFisheyeColorshift*0.9,1.0+fFisheyeColorshift*0.6,1.0+fFisheyeColorshift*0.3);
	float2 center;
	center.x = coord.x-0.5;
	center.y = coord.y-0.5;
	float LensZoom = 1.0/fFisheyeZoom;

	float r2 = (texcoord.x-0.5) * (texcoord.x-0.5);// + (texcoord.y-0.5) * (texcoord.y-0.5);
	float f = 0;

	if( fFisheyeDistortionCubic == 0.0){
		f = 1 + r2 * fFisheyeDistortion;
	}else{
                f = 1 + r2 * (fFisheyeDistortion + fFisheyeDistortionCubic * sqrt(r2));
	};

	float x = f*LensZoom*(coord.x-0.5)+0.5;
	float y = f*LensZoom*(coord.y-0.5)+0.5;
	float2 rCoords = (f*eta.r)*LensZoom*(center.xy*0.5)+0.5;
	float2 gCoords = (f*eta.g)*LensZoom*(center.xy*0.5)+0.5;
	float2 bCoords = (f*eta.b)*LensZoom*(center.xy*0.5)+0.5;
	
	color.x = tex2D(ReShade::BackBuffer,rCoords).r;
	color.y = tex2D(ReShade::BackBuffer,gCoords).g;
	color.z = tex2D(ReShade::BackBuffer,bCoords).b;
	
	return color.rgb;

}


technique FISHEYE_CA
{
	pass
	{
		VertexShader = PostProcessVS;
		PixelShader = FISHEYE_CAPass;
	}
}
The following user(s) said Thank You: XIIICaesar, Gar Stazi
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  • OJshe
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7 years 4 months ago - 7 years 4 months ago #55 by OJshe Replied by OJshe on topic Requests for effect ports to ReShade 3.0
How about Sekta's LUT? It makes the color palette have deeper blacks
Last edit: 7 years 4 months ago by OJshe.
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  • Exilium
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7 years 3 months ago #56 by Exilium Replied by Exilium on topic Open Source
Effects I want in reshade 3.x.x

Emboss
Latest version of MXAO
Matso depht of field with light bright controll
Lens Flares

I don't know, but my LUT of ReShade Framework not work in 3.x.x, make my image be red.
And Marty, I'm making a combination of RBM and Emboss to give a bumpmap effect in games with no normalmap or specularmaps, You can work in a shader to do that? Someone did it to GTA SA.

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  • hunt1hunt
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7 years 3 months ago #57 by hunt1hunt Replied by hunt1hunt on topic 3.0
Otis, hello, very like you made the adaptivefog, shader, the effect is very good, I want to ask you, is there any intention to convert this into reshader3.0? Thank you for your very excellent making! my email:1435970707@qq.com
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  • XIIICaesar
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7 years 2 months ago - 7 years 2 months ago #58 by XIIICaesar Replied by XIIICaesar on topic Requests for effect ports to ReShade 3.0
has anyone ported vhs shader yet? If not would someone, please? Converting a preset over to ReShade v3.x that requires it. I've got all other shaders but it.
Last edit: 7 years 2 months ago by XIIICaesar.
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  • magicart87
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7 years 2 months ago #59 by magicart87 Replied by magicart87 on topic Requests for effect ports to ReShade 3.0
I too would enjoy an Embosser port. It's a clunky effect but in moderation does help with painfully flat textures.
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  • Aces
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7 years 2 months ago #60 by Aces Replied by Aces on topic Requests for effect ports to ReShade 3.0
Hi,

Please forgive me if this has already been done and I've missed it but could some kind soul please port over Ganossa's excellent "Magnify" shader from V2 to V3.

Many thanks and kind regards

Aces
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