Request: Faux Color Casts Lighting from Depth Map

  • Posts: 13
3 years 2 months ago - 3 years 2 months ago #1 by magicart87
I had an idea for a shader; one that creates baked light color casts using the game's depth. Along with casting a global color and ambient color the effect could also add a rim light color cast. The shader would read the depth and then "cast" onto objects two color values: sunlight (orange) and the 2ndary color (blue) to give games a greater sense of depth through basic color theory. I see this often in CG animated cartoon movies to add extra pop of color and better suggest changes in depth. In short; read the depth map and cast a faux lighting onto it with options for color of lights, ambient color and optional rim light effect.

I wonder if something similar can be achieved in reshade? The values would need to be depth amount, color 1, color 2, amount of inset blur, some directional angle and some overlay mode parameters. I don't know how to properly describe it but I'm fairly certain the effect exists. (or should. ;)) anyone have any idea what I'm describing? Would this be doable in reshade?

Something like this:



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3 years 2 months ago #2 by Marty McFly
Me thinks if you'd provide some pictures of what you mean ppl would have a notion how it should look like.
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3 years 1 month ago #3 by magicart87
I take it that it isn't possible.

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3 years 2 weeks ago #4 by SgtPetterzon
I think it would be awesome if its suttle.

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2 years 4 months ago #5 by didel23
I think he's suggesting IBL (but that doesn't use depth AFAIK) or a fresnel effect (cannot be done in PP).

IBL would be great for older games but it doesn't seem plausible.

There's a misconception regarding Reshade 'shaders' as in people of no or limited understanding of computer graphics (as myself) think that 3d shaders and 2d shaders (post process effects) are the same and can be done in a 3rd party injected app.

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2 years 4 months ago #6 by Fu-Bama
Those effects are based on Normal map buffer, not depth buffer.

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2 years 4 months ago - 2 years 4 months ago #7 by Marty McFly
You can derive normals from depth (see MXAO), although in view space, so all lighting etc will rotate with camera.

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