TOPIC: Assassin's Creed 2 RBM.fx bleed
Assassin's Creed 2 RBM.fx bleed 2 years 11 months ago #1
| || |
I'm really enjoying the reshade suite and RBM is a fantastic way to pull some details out of the low-res background textures in AC2. However, I'm finding that certain depth-based shaders, namely RBM and MXAO are bleeding through foreground objects that ought to occlude the applied effects.
At first, I thought it had to do with the z-buffer being reversed, so I changed the pre-processor value to reflect that. This actually made things worse, highlighting much more of the occluded scenery behind mid-ground buildings, and causing strange horizontal scan lines that came off all scenery affected by the RBM shader. I tried messing around with the various other pre-processor values, such as the far-plane vals and depth input logrithmic values, but these didn't appear to affect anything (though I'm not sure what they do, so I could have not set them properly).
I am getting preprocessor errors for d3d9.fx, dxgi.fx, and shader.fx that states that there is a redefinition of the 'Need_sRGB'. Unsure if this has anything to do with it, but I thought I'd include the info just in case.
It would seem that, while Reshade is pulling the appropriately oriented z-buffer, the shader effects are still bleeding through. Any suggestions on how to fix would be great!
Last Edit: 2 years 11 months ago by ledbetterman.
The administrator has disabled public write access.