Assassin's Creed 2 RBM.fx bleed

  • ledbetterman
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7 years 2 months ago - 7 years 2 months ago #1 by ledbetterman Assassin's Creed 2 RBM.fx bleed was created by ledbetterman
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: 7 years 2 months ago by ledbetterman.

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