POM Custom Effect
- cr4zyw3ld3r
- Topic Author
I am total scrub when it comes to coding shaders HLSL or otherwise and I was curious if anyone could point me in the right direction for where to find proper formatting or rewrite this code to get it running with reshade. I will put additional files in as well if those end up working better.
Link
Help super appreciated
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- Marty McFly
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- cr4zyw3ld3r
- Topic Author
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- Marty McFly
You need a texture for it, similar like regular textures need an additional normal map texture to create proper normal mapping.
Somehow the shader has to know what to extrude. I did it with luma, by using the color data.
Next problem, you need geometry data, otherwise you don't know where one model ends (or texture ends) and another starts.
Sadly, Boris removed his screenshots from enbdev.com where he shows the issues of GTASA POM version (Skyrim ENB has a lot more data available so it's possible there) but they were similar to the picture here (that was my experiment, numerous bugs on object edges and screen borders - you just CANNOT workaround them anyhow, I tried for weeks).
https://scontent.xx.fbcdn.net/v/t31.0-8/11224507_900373876667233_1311474259885901337_o.jpg?oh=71edf316825cadee366bd94830095a1a&oe=593B3DC1
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- cr4zyw3ld3r
- Topic Author
Are you able to share this shader? See my work here I have used a number of tools that make this easier. Looking to go further with MArmoset/Substance Designer
My mod has only been possible thanks to your tools and I think even with this rough shader you created I can do amazing things with Shadermap and Pixplant tools that I used to create those textures.
I extract my depth/extrusion maps from the Normal Map that game designers made some time ago. And yes I am aware that POM/normals are best baked from a HQ 3D model, but I am not a 3D artist alas. With these tools I have had really good results and I think with your shader the combo would look great!!!!
P.S I have put links in all my posts BTW but you have to hover over them to see.
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- Marty McFly
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- cr4zyw3ld3r
- Topic Author
If there is any chance you can dig it up I would be so grateful. I can donate some cash to your cause if need be as well. I see that you have really done your research in this area and I am sure you have much more knowledge here since you have read all those shader papers and R&D articles. However I think I can muster some additions to the code, but I would like to have a base first and your code seems to be running really well.
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- lowenz
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- Marty McFly
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- cr4zyw3ld3r
- Topic Author
Also Hello lowenz!
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- Marty McFly
pastebin.com/7nfeKav0
The code and the visual result look so bad that it's almost satirical
I suggest to let yourself inspire from any minecraft shaderpack because their code is really simple and they'd get enough shit if it didn't work properly
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- cr4zyw3ld3r
- Topic Author
- cr4zyw3ld3r
- Topic Author
I have tried it with custom SweetFX code to no avail.
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- Marty McFly
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- cr4zyw3ld3r
- Topic Author
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- Marty McFly
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- cr4zyw3ld3r
- Topic Author
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- Marty McFly
reshade.me/forum/general-discussion/2501...-guide-for-newcomers
Read that. If you still need help after that, I can refer to it
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- cr4zyw3ld3r
- Topic Author
What I am not familiar with is setting up my own shader so that it loads.
I guess that is where I need step by step instructions.
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- Marty McFly
You want POM on this game. I told you it won't work on ReShade without severe bugs.
From what I understood, you created additional textures with height map data - something ReShade cannot access.
So I assumed you have some sort of own rendering pipeline to modify where you can add POM.
Now you want to know how to write own shaders for ReShade (which is rather easy for a shader programmer) so you're obviously not a shader programmer so you can't make any use of my POM shader in the first place.
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