Prod80's shader library

  • Posts: 455
3 months 2 weeks ago #101 by Martigen

robgrab wrote: I just discovered your shaders. They're fantastic! They make RE3 Remake look awesome. Thank you!:) :)

Vanilla



Prod80 shaders

This looks great Robgrab! Would you mind sharing what shaders and settings you used to achieve this?

Please Log in or Create an account to join the conversation.

  • Posts: 181
3 months 1 week ago #102 by klotim
wow that bloom quality is amazing

Please Log in or Create an account to join the conversation.

  • Posts: 42
3 months 1 week ago - 3 months 1 week ago #103 by Marty
Speaking of quality bloom, which yours definetly is (I mean almost no banding unlike all other ones, etc...)
If it isn't any bother, you could add bloom saturation option, please.

Please Log in or Create an account to join the conversation.

  • Posts: 272
3 months 1 week ago #104 by robgrab

Martigen wrote: This looks great Robgrab! Would you mind sharing what shaders and settings you used to achieve this?


I converted it to a LUT which you can download on Nexus Mods:
CLICK HERE

Please Log in or Create an account to join the conversation.

  • Posts: 122
3 months 1 week ago #105 by prod80

Marty wrote: Speaking of quality bloom, which yours definetly is (I mean almost no banding unlike all other ones, etc...)
If it isn't any bother, you could add bloom saturation option, please.


Sure, added it, can download from github.
The following user(s) said Thank You: Marty

Please Log in or Create an account to join the conversation.

  • Posts: 37
3 months 1 week ago #106 by gamehancer
hi prod80 please I have a question the ( High quality LUT templates ) folder works with which shader?

Please Log in or Create an account to join the conversation.

  • Posts: 122
3 months 1 week ago #107 by prod80
No shader, they are templates.. not used by anything.

But those templates are used to create the LUTs in the MultiLUT 2.0 shader that is in my repository. Well, they are used to store output from shaders or photoshop/lightroom/3DLUTCreator, actually.

Please Log in or Create an account to join the conversation.

  • Posts: 37
3 months 1 week ago - 3 months 1 week ago #108 by gamehancer
thanks man =)

Please Log in or Create an account to join the conversation.

  • Posts: 37
3 months 1 week ago - 3 months 1 week ago #109 by gamehancer
I have browsed the texture folder I have found a texture I do not understand this lut texture belongs to which shader? please help me

pd80_clean_lut ?? 4096x64

Please Log in or Create an account to join the conversation.

  • Posts: 102
3 months 1 week ago #110 by Tojkar
@Prod80: Could you update your time based shaders so that the time duration could be changed?

Please Log in or Create an account to join the conversation.

  • Posts: 122
3 months 1 week ago #111 by prod80

Tojkar wrote: @Prod80: Could you update your time based shaders so that the time duration could be changed?


Shaders that have time based effects already have a slider to change the speed... not exactly sure what you are referring to, could you elaborate? :)

Please Log in or Create an account to join the conversation.

  • Posts: 122
3 months 1 week ago #112 by prod80

gamehancer wrote: I have browsed the texture folder I have found a texture I do not understand this lut texture belongs to which shader? please help me

pd80_clean_lut ?? 4096x64


Doesn't belong to any shader, it's a clean 64 tile LUT that can be used to render photoshop effects/lightroom effects on, be saved, and then use those effects on your game(s) through reshade.

Please Log in or Create an account to join the conversation.

  • Posts: 22
3 months 1 week ago #113 by Dazaster
Loving what you're doing here with these. I read about the bloom saturation a few posts ago and downloaded it, but it flags an error with 4.6.1

reshade-shaders\Shaders\PD80_02_Bloom.fx(7, 11): error X3000: syntax error: unexpected 'identifier'
D:\RockstarGames\Red Dead Redemption 2\reshade-shaders\Shaders\PD80_02_Bloom.fx(7, 15): error X3000: syntax error: unexpected '>'
D:\RockstarGames\Red Dead Redemption 2\reshade-shaders\Shaders\PD80_02_Bloom.fx(8, 1): error X3000: syntax error: unexpected '<'
D:\RockstarGames\Red Dead Redemption 2\reshade-shaders\Shaders\PD80_02_Bloom.fx(8, 2): error X3000: syntax error: unexpected 'identifier'
D:\RockstarGames\Red Dead Redemption 2\reshade-shaders\Shaders\PD80_02_Bloom.fx(8, 7): error X3000: syntax error: unexpected 'identifier'

Please Log in or Create an account to join the conversation.

  • Posts: 122
3 months 1 week ago #114 by prod80

Dazaster wrote: Loving what you're doing here with these. I read about the bloom saturation a few posts ago and downloaded it, but it flags an error with 4.6.1

reshade-shaders\Shaders\PD80_02_Bloom.fx(7, 11): error X3000: syntax error: unexpected 'identifier'
D:\RockstarGames\Red Dead Redemption 2\reshade-shaders\Shaders\PD80_02_Bloom.fx(7, 15): error X3000: syntax error: unexpected '>'
D:\RockstarGames\Red Dead Redemption 2\reshade-shaders\Shaders\PD80_02_Bloom.fx(8, 1): error X3000: syntax error: unexpected '<'
D:\RockstarGames\Red Dead Redemption 2\reshade-shaders\Shaders\PD80_02_Bloom.fx(8, 2): error X3000: syntax error: unexpected 'identifier'
D:\RockstarGames\Red Dead Redemption 2\reshade-shaders\Shaders\PD80_02_Bloom.fx(8, 7): error X3000: syntax error: unexpected 'identifier'


Did you happen to just copy-paste this from github, or you downloaded the repository? There's no error on line 7 or 8 because this contains the license text.

Can you simply download the repository, and use the file from there?

Please Log in or Create an account to join the conversation.

  • Posts: 102
3 months 1 week ago #115 by Tojkar

prod80 wrote: Shaders that have time based effects already have a slider to change the speed... not exactly sure what you are referring to, could you elaborate? :)


That was exactly what I was referring to and so it seems that I was blind. I had this vague memory that when you added those originaly, you didn't implement that slider yet, so I never actually gave them another look. Should know better.
The following user(s) said Thank You: prod80

Please Log in or Create an account to join the conversation.

  • Posts: 23
3 months 1 week ago - 3 months 1 week ago #116 by Viper_Joe
This is my first time posting in this thread, so first I'd like to thank you for this incredible shader suite.

I had a question with regard to your LUT Creator shader: is it possible for it to overlay the screen with a 1024x32 texture instead of the 512x512 square one so that it could be cropped from the screenshot straight away? As someone who's not particularly comfortable with image editing software, I have to say it's a bit tedious for me to manually splice each row together, and I'm not entirely confident that the result is pixel perfect.

Please Log in or Create an account to join the conversation.

  • Posts: 122
3 months 1 week ago #117 by prod80

Viper_Joe wrote: This is my first time posting in this thread, so first I'd like to thank you for this incredible shader suite.

I had a question with regard to your LUT Creator shader: is it possible for it to overlay the screen with a 4096x64 texture instead of the 512x512 square one so that it could be cropped from the screenshot straight away? As someone who's not particularly comfortable with image editing software, I have to say it's a bit tedious for me to manually splice each row together, and I'm not entirely confident that the result is pixel perfect.


Hm... I don't have a 4096 pixel wide monitor.. ;)

Do you happen to have Photoshop? I have an action that just makes a line type LUT from the square one in about 0.1 seconds.

Please Log in or Create an account to join the conversation.

  • Posts: 23
3 months 1 week ago #118 by Viper_Joe

prod80 wrote:

Viper_Joe wrote: This is my first time posting in this thread, so first I'd like to thank you for this incredible shader suite.

I had a question with regard to your LUT Creator shader: is it possible for it to overlay the screen with a 4096x64 texture instead of the 512x512 square one so that it could be cropped from the screenshot straight away? As someone who's not particularly comfortable with image editing software, I have to say it's a bit tedious for me to manually splice each row together, and I'm not entirely confident that the result is pixel perfect.


Hm... I don't have a 4096 pixel wide monitor.. ;)

Do you happen to have Photoshop? I have an action that just makes a line type LUT from the square one in about 0.1 seconds.


I actually meant to say a 1024x32 texture. It's 3 AM here :silly:

Yes, I do have Photoshop; I'm just not particularly savvy when it comes to actually using it, like I said.

Please Log in or Create an account to join the conversation.

  • Posts: 122
3 months 1 week ago - 3 months 1 week ago #119 by prod80

Viper_Joe wrote:

prod80 wrote:

Viper_Joe wrote: This is my first time posting in this thread, so first I'd like to thank you for this incredible shader suite.

I had a question with regard to your LUT Creator shader: is it possible for it to overlay the screen with a 4096x64 texture instead of the 512x512 square one so that it could be cropped from the screenshot straight away? As someone who's not particularly comfortable with image editing software, I have to say it's a bit tedious for me to manually splice each row together, and I'm not entirely confident that the result is pixel perfect.


Hm... I don't have a 4096 pixel wide monitor.. ;)

Do you happen to have Photoshop? I have an action that just makes a line type LUT from the square one in about 0.1 seconds.


I actually meant to say a 1024x32 texture. It's 3 AM here :silly:

Yes, I do have Photoshop; I'm just not particularly savvy when it comes to actually using it, like I said.


Well, I can make the shader take a custom size texture as input and overlay it. Will need to change the code a bit for that. Will upload later today/tonight.

Please Log in or Create an account to join the conversation.

  • Posts: 23
3 months 1 week ago - 3 months 1 week ago #120 by Viper_Joe

prod80 wrote: Well, I can make the shader take a custom size texture as input and overlay it. Will need to change the code a bit for that. Will upload later today/tonight.


I didn't realize the code would need to be changed for that. I don't want to burden you with all of that work, so I'm more than willing to try out your method of turning the square LUT into the line one in Photoshop first.

Please Log in or Create an account to join the conversation.