TuningPalette port for ReShade 3
- MonarchX
- Topic Author
Would it have to be re-written from scratch or can it be just ported from ReShade 2 into ReShade 3?
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- FierySwordswoman
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- ScureHD
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- jas01
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- Meddy
reshade.me/forum/shader-discussion/3179-...correction-the-guide
ScureHD wrote: It would be nice to have for porting old presets to ReShade 3... I want to port one of my presets too, but i can't get the exact same results.
As for old presets, since not all the shaders from 2.0 were ported to 3.0, the best way I've found to preserve them is hook the preset's entire framework into that old DX9 image viewer program that came with one of the old ReShade releases, load the LUT.png from the newest ReShade release into the image viewer like a screenshot, take a screenshot with the effects turned on, then use an image editor to crop out everything out of the screenshot except the actual LUT from the image for use with the actual LUT shader. Just be sure you disable all post-processing effects like anti-aliasing, grain, chromatic aberration, sharpening, bloom, etc. before taking the screenshot. Also make sure you configure the framework to save the screenshot as .png ahead of time.
As for the post-processing effects, you'll have to copy their values and apply them to the corresponding 3.0 shaders once you're in-game, since the LUT is only going to handle the color corrections.
The ReShade Mediator from 2.0 actually has a function to create LUTs directly, but it recently (probably due to my OS or video drivers updating) stopped functioning properly for me.
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- MonarchX
- Topic Author
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- FierySwordswoman
Anything color corrections you can make in something like GIMP or Photoshop can be stored in a LUT.
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- MonarchX
- Topic Author
EDIT: OK, I think I figured it out, but I need some help. In ReShade 2.X TuningPalette, I had these lines:
//>Color LUT Settings<\\
#define TuningColorLUTIntensityChroma 1.00 //[0.00:1.00] //-Intensity of the effect overlay on chroma
#define TuningColorLUTIntensityLuma 1.00 //[0.00:1.00] //-Intensity of the effect overlay on luma
#define TuningColorLUTDstTexture "ColorLookupTable64Mon.png" //[undef] //-Needs to have 256x16 pixels
#define TuningColorLUTTileAmountX 4096 //[undef] //-LUT Width
#define TuningColorLUTTileAmountY 64 //[undef] //-LUT Height
#define TuningColorLUTTileAmountZ 1 //[undef] //-LUT Levels (to select various 3D LUTs dependent on scene brightness)
But in ReShade 3.0.8 LUT I have different ones:
#ifndef fLUT_TextureName
#define fLUT_TextureName "LUT.png" <--- I assume here I specify the path to the LUT files generated
#endif
#ifndef fLUT_TileSizeXY
#define fLUT_TileSizeXY 32 <-- What about here? In original settings, X=4096 and Y=64, so XY tells me I need multiply 4096x64 and use that value
#endif
#ifndef fLUT_TileAmount
#define fLUT_TileAmount 32 <-- If the assumption about XY is correct, then what value do I input here? 1?
#endif
Or does it make more sense to use value 4096 for TileSizeXY and use value 64 for TileAmount?
EDIT: Neither combination works... I get either an error or weird colors!
EDIT 2: I think 64 for first value and 64 for second value works or at least it applies a correction that looks right, without errors, without weird colors, but what about the last 64??? Or maybe I made the incorrect assumption that TileXY means 64x64=4096 and it uses the same value for both H and W?
What about MultiLUT? I always wanted a feature where I could apply a 3rd party LUT, but apply it on TOP of my corrections. If someone makes a custom ReShade LUT for some game on a well-calibrated monitor, then I would like to see the resulting image the way the author of the LUT saw his, but my monitor has very inaccurate colors and the resulting image would not be anything close to the one author had in mind. Thus, with that-feature-I-would-like I would apply my LUT to correct monitor color accuracy and apply that custom LUT on top of my LUT to get that same/similar-looking image the author intended the audience to see. Does MultiLUT do that by chance???
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- FierySwordswoman
For 64^3 lut, add these to your preprocessor definitions:
fLUT_TileSizeXY=64
fLUT_TileAmount=64
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- MonarchX
- Topic Author
LUT_TileSizeXY=64
fLUT_TileAmount=64
within LUT.fx and specifying texture directory definitely did the trick!
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- crosire
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