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■ Requests & Ideas overview / ReShade future plans
- DeMondo
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Requests & Ideas overview:
porting ReShade 2 shaders to Reshade 3:
■ GradientFX by IDDQD
■ DOSFX by IDDQD
■ Bilateral sharpening filter by Ioxa [shader has been renamed into surface sharpen for-reshade-3-0]
reshade.me/forum/shader-presentation/270...ioxa-for-reshade-3-0
New shader ideas:
■ Vertical anamorphic lens flares
■ Depth-based (moving) light-particles (to fill up [too] static looking rooms,..)
■ Mirror effect (full screen // half side of screen)
■ Kaleidoscope effect
■ Color vignette
■ Eye (light) adaption (solution for day // night) -> I just found one @https://reshade.me/forum/shader-presentation/3915-eye-adaption
■ Zoom in // out -> I just found one @https://reshade.me/forum/shader-presentation/4150-simple-zoom-shader
■ Horizontal // vertical stretch
Requests [July 15, 2017]:
■ "Killswitch" one key to disable all active reshade shaders
■ ReShade menu font size (permanent) (Ctrl + Mouse Wheel for temp. solution // problem: fps counter + time is becoming invisible)
New requests [April 06, 2018]:
■ (Long) exposure time (light trails) for RS 3.x (I found one for RS 1.1 from 2b3 called LX.h)
■ (Multipass) (better) deband shader
■ (Different kinds) of layer blending modes for the RS effects in use
Problematic shaders:
■ Cross process (the ported one // reshade.me/forum/shader-presentation/299...-reshade-2-x-effects)
working in DX9 32 bit // not working (full white screen) in DX11 64 bit --> fixed: check crossprocess brightness:
default value DX9 32 bit CrossBrightness=0.000000 /// default value DX11 64 bit CrossBrightness=1.000000)
■ Overlay shader (reshade.me/forum/shader-presentation/236...shair-overlay-shader)
working in DX9 32 bit // not working (crash loop) in DX11 64 bit
■ Border shader: not working for opengl-based games (Wolfenstein,..)
ReShade future plans // roadmap?
■ What will happen after 3.1.2?
Many thanks in advance!
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- Iddqd
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- Insomnia
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- DeMondo
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Cheers lads !
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- WLHM15
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- Ioxa
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- DeMondo
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@Iddqd: I couldnt find the shaders, is it possible you upload the shaders?
@Insomnia: you're fully right about the brightness setting, it was automatically set to 1.0, thus resulting in a full white screen (crossprocess: default value DX9 32 bit CrossBrightness=0.000000 // default value DX11 64 bit CrossBrightness=1.000000), so its working properly now, thank you.
@WLHM15: "Do we really need Splitscreen shader?" hmmm what shader is really needed in the end...

@Ioxa: many thanks Ioxa, your shaders I use many times (since ReShade 2), I didnt know the bilateral sharpening filter has been renamed into surface sharpen. Whats your advice to technique-sorting list, to put FXAA // SMAA above the sharpening filters, or?
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- Insomnia
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Marty posted a flip effect a while back but it only flips the entire image, not half.
reshade.me/forum/shader-discussion/3009-...r-entire-image#21143
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- crosire
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this brings me to a new request: a "killswitch" one key to disable all active reshade shaders.That already exists. It's on the settings tab.
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- WLHM15
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this brings me to a new request: a "killswitch" one key to disable all active reshade shaders.That already exists. It's on the settings tab.
This is why DeMondo..

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- DeMondo
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this brings me to a new request: a "killswitch" one key to disable all active reshade shaders.That already exists. It's on the settings tab.
This is why DeMondo..
Haha indeed

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- DeMondo
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■ GradientFX
■ DOSFX
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- WLHM15
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This thread should be pinned, so other people can request shaders here.

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- taro8
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I dunno, maybe capture the normal maps and apply brightness+contrast tweaks?
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- Marty McFly
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- Marty
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I'd like to request simple thing, which may be quite simple to do, but I know nothing about shader coding.
It's Film Grain, but the gradient is static not noisy. To further clarify, the grains just don't move, it's something like a texture applied over the image, static.
The CeeJay filmgrain that comes with ReShade 3.1 is nice as it has a option to apply the grain only to dark areas (but lacks the older shader's option for grain size, sadly) and I think that there may be a way to edit it, so the grain is static. It may be a very simple edit, but as I said, I know nothing about writing shaders...
EDIT: Alright, so I looked at the code and lowering '' float t = Timer '' to 0 might have just done the trick... But the grain is still too small. Is there a possibility to implement option for changing the grain size, like in the older grain shader ?
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- taro8
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It'd be much easier to use 3Dmigoto or similar to bump up the intensity of those things, if they're applied by a single shader.First time hearing about 3Dmigoto, from the google I got its about creating vision compatible with VR and such. How would one go about editing bump map intensity using something like this?
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- Chavolatra
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- taro8
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- mbah.primbon
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@taro8, i think we dont need this. Because that format is not relevant for screenshot.
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