Need For Speed Most Wanted (2005) Xbox 360 Shaders
- Laymer
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6 years 10 months ago - 6 years 10 months ago #1
by Laymer
Need For Speed Most Wanted (2005) Xbox 360 Shaders was created by Laymer
Hello, I have a problem with ReShade for NFS Most Wanted (2005). Me and my friend osdever, which isn't on that forum, are trying to port shaders from the Xbox 360 version of the game which has way better graphics, textures, basically everything. We took them from the leaked build which had unpacked effects. They are very similar in structure to shaders for ReShade. To begin we tried to launch one effect (it needs an additional header, global.h) - visualtreatment.fx. We corrected various errors and now, when it runs, we get an compilation error without any error messages. We don't know what to do, and therefore we ask for your help.
We've attached everything you need like edited and unedited effects to the post. Please help.
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We've attached everything you need like edited and unedited effects to the post. Please help.
Link
Last edit: 6 years 10 months ago by Laymer. Reason: bad english
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- Exilium
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6 years 10 months ago - 6 years 10 months ago #2
by Exilium
Replied by Exilium on topic Need For Speed Most Wanted (2005) Xbox 360 Shaders
Talk with 379Felipe, maybe he can help him and you. And put the shader code here with the log.
Last edit: 6 years 10 months ago by Exilium.
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- crosire
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6 years 10 months ago - 6 years 10 months ago #3
by crosire
Replied by crosire on topic Need For Speed Most Wanted (2005) Xbox 360 Shaders
ReShade is for post-processing and post-processing only. I hope you know what shaders are and what they do and how post-processing operates differently from lets say a material shader. Anyway, ReShade works with shaders written in ReShade FX only. No HLSL, no GLSL, no CG. ReShade FX. Need for Speed has shaders written in HLSL. You would need to translate your post-processing shaders to ReShade FX or else it doesn't know what to do with them. Here's the reference document of the language:
github.com/crosire/reshade-shaders/blob/master/REFERENCE.md
Example HLSL:Equivalent ReShade FX:
There are quite a lot of samplers in that code which need a texture to sample from. Do you have the relevant image data? Without it you can't get anything to work here. Also, that vertex shader there won't work with ReShade either. ReShade renders three vertices (one single triangle), and does NOT move any data into the vertex shader. The NFS one (vertex_shader_passthru) expects quite a lot of input data, which doesn't exist in ReShade. It's also not specified how many vertices NFS would input there at all, but I highly doubt it's just three.
TL:DR: You can't just throw random shader code at ReShade and expect something to happen.
Example HLSL:
sampler DIFFUSEMAP_SAMPLER = sampler_state
{
AddressU = CLAMP;
AddressV = CLAMP;
MIPFILTER = NONE;
MINFILTER = LINEAR;
MAGFILTER = LINEAR;
};
sampler DIFFUSEMAP_SAMPLER
{
Texture = SomeTextureDefinition; // << Variable name of a previously declared texture
AddressU = Clamp;
AddressV = Clamp;
MipFilter = Point;
MinFilter = Linear;
MagFilter = Linear;
};
There are quite a lot of samplers in that code which need a texture to sample from. Do you have the relevant image data? Without it you can't get anything to work here. Also, that vertex shader there won't work with ReShade either. ReShade renders three vertices (one single triangle), and does NOT move any data into the vertex shader. The NFS one (vertex_shader_passthru) expects quite a lot of input data, which doesn't exist in ReShade. It's also not specified how many vertices NFS would input there at all, but I highly doubt it's just three.
TL:DR: You can't just throw random shader code at ReShade and expect something to happen.
Last edit: 6 years 10 months ago by crosire.
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