1.1
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- bomberkiller
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- Constantine PC
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- JBeckman
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If the Github changes are what will be in 2.0 then there's quite a few changes.
There's the "Otis" shaders for example with a "golden ratio" overlay, depth haze for a depth of field like effect for distant objects such as LOD terrain and a emphasize shader.
For the other shader authors the deband shader has been updated and there's a denoise shader added recently and well you can just check the Github commits for the exact changes for every update.
github.com/crosire/reshade-shaders/commits/master
The existing shader structure has been changed quite a lot as has the ReShade.fx structure, used to be possible to make changes to it so it was still compatible with the 1.1 binaries but I don't think that's doable anymore since it's changed so much.
(I'm using most of the Github shader changes with 1.1 for example besides some of the newest commits due to the changes in ReShade.fx and a few other files that requires the 2.0 binaries to work.)
There's the "Otis" shaders for example with a "golden ratio" overlay, depth haze for a depth of field like effect for distant objects such as LOD terrain and a emphasize shader.
For the other shader authors the deband shader has been updated and there's a denoise shader added recently and well you can just check the Github commits for the exact changes for every update.
github.com/crosire/reshade-shaders/commits/master
The existing shader structure has been changed quite a lot as has the ReShade.fx structure, used to be possible to make changes to it so it was still compatible with the 1.1 binaries but I don't think that's doable anymore since it's changed so much.
(I'm using most of the Github shader changes with 1.1 for example besides some of the newest commits due to the changes in ReShade.fx and a few other files that requires the 2.0 binaries to work.)
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- MonarchX
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- Nerd
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JBeckman wrote: depth haze for a depth of field like effect for distant objects such as LOD terrain
It would be cool if we could use any shader in conjunction with depth of field. Like have everything past a certain point have a sepia/toon/monochrome etc shader applied to it. Haze is cool though.
Last edit: 8 years 6 months ago by Nerd.
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- Marty McFly
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This is technically possible but that means fade start/fade end value for every single effect out there. That's a load. Haze for DoF is possible, it would look same like the DoF from Skyrim DYNAVISION mod where blurred and original image get blended together. I will [strike]recycle old code[/strike] write a fog shader soon though, which can create a hazy image depending on configuration.
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- Nerd
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- OtisInf
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Nerd wrote:
JBeckman wrote: depth haze for a depth of field like effect for distant objects such as LOD terrain
It would be cool if we could use any shader in conjunction with depth of field. Like have everything past a certain point have a sepia/toon/monochrome etc shader applied to it. Haze is cool though.
My DepthHaze uses a block blur with edgebleed detection, but no color fading and it's meant to blur far away elements a bit as often hard edges are visible and these look off, as a human can't see crisp details in the far distance. See: www.flickr.com/photos/52066611@N00/23922...m-72157659853375215/
Here a low threshold is used ( so the effect is not strongly applied), as you can see the tower in the background isn't crisp, but slightly blurred. Exactly how Marty explains it: 2 images are blended together, one blurred, one not. the one which is blurred has edgebleed detection so pixes don't 'leak' into the blurred image (which creates the dreaded 'halo' effect in some DoF implementations)
The other effect (also already committed to the reshade lib) is emphasize which does what you want though: it desaturates around a focus plane with a range you specify and can blend a color onto it if you want (so you can create sepia by blending a sepia color as the desaturated image is b&w ). You can find it for v1.1 here: github.com/FransBouma/OtisFX .
Example: www.flickr.com/photos/52066611@N00/23284...m-72157659853375215/
and: (with color blending to create dark background, which is clear as day in reality in the game. I could have used a sepia color to create a sepia look) www.flickr.com/photos/52066611@N00/24463...m-72157659853375215/
Marty: it might be enough to add a desaturation option to depth haze to create a bit of fog effect. I'm madly busy at the moment, but will look into that once v2.0 (when is it coming btw?) is released as I don't have the 2.0 dll so I can't test things.
Last edit: 8 years 6 months ago by OtisInf.
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- OtisInf
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I added some fog options to it. The effect is shown here in 4 pictures (no effect, little fog/blur, more fog same blur, yellow fog, same blur)
imgur.com/et18C7B&IwKr2kG&U1R1Kwh&sg5c5JA
Updated shader: gist.github.com/FransBouma/9720df8aea7ec3255bdb
imgur.com/et18C7B&IwKr2kG&U1R1Kwh&sg5c5JA
Updated shader: gist.github.com/FransBouma/9720df8aea7ec3255bdb
The following user(s) said Thank You: Pondural, Tycholarfero
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- Nerd
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OtisInf, that's really great! I'll use it as often as I can for sure.
Now I just have to hope for something like this be made for Reshade.
After I posted what you responded to, I started looking around for depth based toon effects and found this guy's work. He made a shader pack for UE , there's a demo here and a video . Most of the effects in the demo can be fullscreen or applied only to depth. Seems advanced for a Reshade shader but it's very cool.
Now I just have to hope for something like this be made for Reshade.
After I posted what you responded to, I started looking around for depth based toon effects and found this guy's work. He made a shader pack for UE , there's a demo here and a video . Most of the effects in the demo can be fullscreen or applied only to depth. Seems advanced for a Reshade shader but it's very cool.
Last edit: 8 years 6 months ago by Nerd.
The following user(s) said Thank You: bopper2010
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- Stheno
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I need help having 2 different toggle keys for SweetFX.
In SweetFX.cfg, I have:
#define SharedShader_ToggleKey RFX_ToggleKey
which works fine... it uses my defined RFX_ToggleKey to toggle my enabled effects (tonemap and vibrance), but if I enable SMAA:
#define USE_SMAA 1
#define SMAA_ToggleKey VK_MULTIPLY
Shared Shader no longer toggles with RFX_ToggleKey and gets lumped in with the SMAA toggle and activates with VK_MULTIPLY.
What am I doing wrong? I want 2 separate toggles for Shared Shader and SMAA. Is this possible?
In SweetFX.cfg, I have:
#define SharedShader_ToggleKey RFX_ToggleKey
which works fine... it uses my defined RFX_ToggleKey to toggle my enabled effects (tonemap and vibrance), but if I enable SMAA:
#define USE_SMAA 1
#define SMAA_ToggleKey VK_MULTIPLY
Shared Shader no longer toggles with RFX_ToggleKey and gets lumped in with the SMAA toggle and activates with VK_MULTIPLY.
What am I doing wrong? I want 2 separate toggles for Shared Shader and SMAA. Is this possible?
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- OtisInf
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Sounds similar to this:
github.com/crosire/reshade-shaders/issues/10
?
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