[SOLVED] Strange shader issue with dx12 games (UIDetect)

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6 days 23 hours ago - 6 days 23 hours ago #1 by brussell
I post this here because this seems to be an issue with Reshade itself.
My UIDetect shader doesn't seem to work correctly with dx12 games.
(I apologize beforehand for not offering a better, stripped down example shader for this issue, since I don't use windows10 and thus can't test this myself.)
Discussing the problem in this thread I accidently discovered a "fix" that I can't understand at all. The shader works as intended only if I add an arbitrary pass in the UIDetect technique like this:
technique UIDetect
{
   //arbitrary pass
   pass {
        VertexShader = PostProcessVS;
        PixelShader = PS_Test;
        RenderTarget = texTest;
    }
    pass {
        VertexShader = PostProcessVS;
        PixelShader = PS_UIDetect;
        RenderTarget = texUIDetect;
    }
}
It doesn't matter what PS_Test actually does (in my case I just write to some arbitrary texture that isn't used in the rest of the shader). Just the existence of this pass "solves" the problem.
What's wrong here?
Last edit: 6 days 23 hours ago by brussell.

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5 days 23 hours ago #2 by crosire
That's a ReShade bug, which is now fixed in github.com/crosire/reshade/commit/842381...2cb573391918e2a658d9 !
The following user(s) said Thank You: brussell

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