SHADER REQUEST
- Exilium
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1- MXAO with 2 passes toggle. (To not load 2 MXAO shaders just to adjust the IL and AO with diferent radius)
2- Bump/Normal map created dynamically according to the texture. Or something better than Emboss!
3- Adobe Lightroom Shader (Well Mcfly, if you don't wanna make nothing anymore, just say it!)
If you have a beta shader code, just share it! Some people can come here and help to improve the shader.
2- Bump/Normal map created dynamically according to the texture. Or something better than Emboss!
3- Adobe Lightroom Shader (Well Mcfly, if you don't wanna make nothing anymore, just say it!)
If you have a beta shader code, just share it! Some people can come here and help to improve the shader.
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- Marty McFly
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1. Can be done but I'm unsure what controls to duplicate for minimal mess. Users might want control over normal bias, sample count, AO and IL intensity and so on. Problem here is that I render to backbuffer, so IL has to be scaled after blur, right when combining with color. That makes it impossible to control its intensity etc separately as large and small scale AO has to be combined before blur.
2. RBM can be used for that. For normal mapping, one would require to set some light direction to make the relief visible but that's one of these effects where I'd need to fake literally everything because of missing data.
3. Color controls are annoying to program, I never really bothered with that one again. There is a buggy version around but it has some issues, rather not use it. Don't have much time for shader stuff lately anyways.
Also, my name is McFly, not Mcfly, if you want to make demands, at least get that right.
2. RBM can be used for that. For normal mapping, one would require to set some light direction to make the relief visible but that's one of these effects where I'd need to fake literally everything because of missing data.
3. Color controls are annoying to program, I never really bothered with that one again. There is a buggy version around but it has some issues, rather not use it. Don't have much time for shader stuff lately anyways.
Also, my name is McFly, not Mcfly, if you want to make demands, at least get that right.
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- Exilium
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6 years 10 months ago - 6 years 10 months ago #3
by Exilium
Replied by Exilium on topic SHADER REQUEST
I do not need Adobe Lightroom Shader, I just see some people asking and waiting for this a long time ago. I know there's a version, I have it here somewhere. Do not think I'm misusing your work, on the contrary, I admire you a lot. (I'd be an idiot to ask anything for a person I've given away).
1 - If you can transform RBM into a normal map shader, even if it gets some bugs and not so perfect, I will be very grateful, not only myself, but many people who play old games that do not have any kind of textures like normal map , Specular map, displacement map...
2 - I am curious about the HDR, I never stopped to use it because I thought it would have the same result that I have when I edit a photo on my phone and I put the HDR filter, but apparently it is very different from the filters found in Photo editors. I saw somewhere here in the forum someone talking about it.
Well, thank you for your attention and have a nice day.
1 - If you can transform RBM into a normal map shader, even if it gets some bugs and not so perfect, I will be very grateful, not only myself, but many people who play old games that do not have any kind of textures like normal map , Specular map, displacement map...
2 - I am curious about the HDR, I never stopped to use it because I thought it would have the same result that I have when I edit a photo on my phone and I put the HDR filter, but apparently it is very different from the filters found in Photo editors. I saw somewhere here in the forum someone talking about it.
Well, thank you for your attention and have a nice day.
Last edit: 6 years 10 months ago by Marty McFly.
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- crosire
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Normal mapping isn't something you can do in screen space. You just can't. Normal mapping is something you do when calculating the lighting during geometry rendering. ReShade runs way after that and in screen space, not geometry space. It's not going to happen. You can fake "details" with something like RBM, but that's it.
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- Exilium
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Nothing is impossible to be done! But if you say, I will not ask for it anymore. (Y)
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- WLHM15
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But there is limitation.Exilium wrote: Nothing is impossible to be done!
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- crosire
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6 years 10 months ago - 6 years 10 months ago #7
by crosire
Replied by crosire on topic SHADER REQUEST
And there is definition. Just because games throw buzzwords like "normal mapping" at people, it doesn't make it something you can simply "add" to a game. Same way you can't just add a new plant to some map of any random game. It's not just a filter over an image. By definition "normal mapping" is something you do during geometry rendering. And that's just something ReShade has no influence on whatsoever.
Last edit: 6 years 10 months ago by crosire.
The following user(s) said Thank You: WLHM15
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