No, there is no solution to this. The depth buffer contains the distance of objects behind those UI elements so MXAO computes the shadowing for them and applies them on top. A static mask that applies on some screen areas would be possible but for temporary areas like dialogue elements there's no way. GeDoSaTo solves this by doing shader hashing, the hash is telling the mod when to inject SSAO, before or after UI. But this is game dependent, so ReShade does not have such a feature.
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