01-19-2018, 03:20 PM
Custom Shaders for GSdx
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01-20-2018, 02:25 AM
(This post was last modified: 01-20-2018, 02:36 AM by hellbringer616.)
(01-19-2018, 03:20 PM)Talley Rand Wrote: Actually it works just fine, simply via default installation with opengl into the root PCSX2 folder. How did you get it to work? I get a "can'tt find a suitable pixel format" Error EDIT: loads in DX11, but i can't enable or change any features as i cannot access the menu
Intel Core i7-8700k @5ghz
G.Skill 16GB DDR4 @3600mhz GeForce GTX 1080 8GB Windows 10 x64
01-20-2018, 04:01 PM
(01-20-2018, 02:25 AM)hellbringer616 Wrote: How did you get it to work? That's strange. I mean, it's all pretty standard fare. I've tested it today with the latest pcsx2 build (v1.5.0-dev-22630) and the latest reshade (3.1.1). See the attachments. P.S. [email protected], 8GB DDR3, GTX 1080 Ti (drivers 388.31), Win7 x64
01-20-2018, 04:55 PM
It works for both D3D and OGL, I just had to remove the other dll from the folder with PCSX2.exe first. OpenGL threw a few errors on a couple of shaders, but the others work. You do need to create a profile in the in-game Reshade menu before you can enable a shader.
02-07-2018, 03:22 PM
So tall order I'm sure..
But how hard would it be to expose depth information to external programs like Reshade? I can do a lot of awesome lighting tweaks if it's exposed..
Intel Core i7-8700k @5ghz
G.Skill 16GB DDR4 @3600mhz GeForce GTX 1080 8GB Windows 10 x64
02-07-2018, 09:16 PM
how do these tools access it? you could perhaps add it to the externalfx if you add the srv. the samplerstate and work on the shader.
02-07-2018, 10:25 PM
(This post was last modified: 02-07-2018, 10:29 PM by hellbringer616.)
@dabore
Im afraid I have no idea how they work. I have some photoshop/colorspace skills so I understand how the settings can be adjusted and can configure an ini. But as far as programming a shader, it's far beyond me.. Putting my ignorance of the subject out there: they work via a dll hook, but that's about all I know.. My reasons for this is Reshade is a multipass shader library so I can layer the effects how I need them to be to get the desired results. Should someone be keen enough to modify the current shader with that function, I'd be a happy man.
Intel Core i7-8700k @5ghz
G.Skill 16GB DDR4 @3600mhz GeForce GTX 1080 8GB Windows 10 x64
yeh. okay. and where do they hook the thing? is that a d3d.dll hook? aka call interception/detour. in a native way i can imagine they could only hook the present function of d3d. everything else, including engine internal fullscreen passes, seem unpredictable to me. and the present function doesn't include a depth buffer at all, just a color framebuffer. so... this seems useless. or (*googles*) are they perhaps highjacking the whole api to capture the depthbuffer too? this seems disabled tho, cause of cheat possibilities. i dunno what you trying todo with this. pcsx2 renders final, shadeboost and external passes without depth anyway. interlaced games can't even provide a full depth buffer per frame (half frame). mmh.
02-08-2018, 03:33 PM
(This post was last modified: 02-08-2018, 03:34 PM by hellbringer616.)
The main reason for depth is I can set up the shaders to ignore the UI by only caring about things behind it.
This is a stab in the dark on this once, but I'd imagine with depth information I could also get more accurate lighting occlusion. But if it can't be done it can't be done. Bummer, but not the end of the world. I can still use Reshade for its multi pass/layered shaders, which was my original goal. Now if only I can get it to work on windows 10 when using OGL...
Intel Core i7-8700k @5ghz
G.Skill 16GB DDR4 @3600mhz GeForce GTX 1080 8GB Windows 10 x64
05-17-2018, 05:34 PM
Does anybody know how to increase the settings on the MMJ Cel Shader? Whenever I open the actual .fx file with notepad it says there are more options but I don't know how to enable them:
// 1 - Pencil Mode // 2 - 1/3 Strength // 3 - 2/3 Strength // 4 - Full Strength |
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