UIDetect don't working.
- FurioS
- Topic Author
I edited the UIDetect.fx file and in epsilon I set it from 0.00001 to 255 which should exclude the possibility of entering incorrect coordinates and nothing happens.
I loaded the mask into texture, but also in this case it hasn't effect. I tested the UImask shader and it works fine. I tested UIDetect in two games and no effect. Any ideas ? Thanks in advance.
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- brussell
Thats not the right way to test the shader since epsilon is used multiple times for different purposes.FurioS wrote: I edited the UIDetect.fx file and in epsilon I set it from 0.00001 to 255 which should exclude the possibility of entering incorrect coordinates and nothing happens.
First, have you already tried to use the UIDetect_ShowPixel mode, as stated in the description? Just enable this as the only effect in the shader list. Enter the x and y coordinates of a a static UI pixel in the GUI and the pixels color should fill the whole screen. Make a screenshot and get the RGB values via a color picker tool in your image processing software (Gimp, Photoshop etc). Then write these values and the pixels coordinates into the arrays UIPixelRGB and UIPixelCoord_UINr (and use only that pixel, so PIXELNUMBER must be 1). After that, disable UIDetect_ShowPixel again and use the normal UIDetect effect ordering as stated in the description. If this works, you can add other UI pixels with this methid one after another.
Btw, what games have you tested? Do you use HDR mode or sth.?
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- FurioS
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- brussell
If it still doesn't work, then there is a problem with my shader.
Does UIDetect work with other, older (d3d9, 10, 11) games for you? Can you try it out? (You can also enable DX11 mode in Control)
Btw., don't forget to revert your changes to epsilon (just in case...).
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- FurioS
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- brussell
Problem is: I can't test it with dx12 since I don't use Windows10.
But I probably have an idea and will post here, if I have sth. useful.
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- FurioS
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- brussell
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- FurioS
- Topic Author
EDIT: Okay, found where the problem was
#70
pixelColor = round(tex2Dlod(ColorOrig, float4(pixelCoord, 0, 0)).rgb * 255);
pixelColor = round(tex2Dlod(ReShade::BackBuffer, float4(pixelCoord, 0, 0)).rgb * 255);
EDIT2: Still is problem with mask - not working for me. Detector with that correction works perfectly.
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- brussell
So if I understand you correctly:
-Old UIDetect.fx -> effects don't get disabled in game menu
-New UIDetect.fx -> black screen in game menu
So the detection works now, but instead of disabling effects all is black now? Is that right?
edit:
That makes no sense, since you literally get the old behavior with your change.Detector with that correction works perfectly.
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- FurioS
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- brussell
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- FurioS
- Topic Author
In brief:
Old UIDetect: no detector, no mask
New: Black screen at menu
New with correction: Detector works but no mask
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- brussell
So either the old UIDetect.fx should also work for you (except the mask thing, which is another problem) or this is some kind of magic I don't understand.
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- FurioS
- Topic Author
After a few tests and restarting the game, at new version there are no differences in the menu (i.e. still not working). I don't know why I had a black screen earlier, maybe some kind of bug. I have no idea why the detector works after changing # 70 path.
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- brussell
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- FurioS
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- brussell
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- FurioS
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- brussell
Regarding the rgb mask problem: Does the mask work with with non-dx12 games or does it generally not work for you?
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