[SSE] Ady's Shader Setup (discontinued)

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Re: [SSE] Ady's Shader Setup

phoenixfabricio wrote:Well, as I said before, I just want to inject only some of the postpass features to my current postpass.fx file and discard others. So, is there another fx file in shaders folders besides the helper that is obligatory for ANY effect ? In other words, If I want to put about 5 or 6 effects in my enbeffectpostpass.fx I know I will need the helper and the files with the name of these effects, but should I keep other file else in the shaders folder ?
That can actually be quite tricky. Youll need the helper.fxh that might conflict with msHelper.fxh (in case you have that) then youll need the UI statements from the PostUI.fxh that are inbetween the #if statements for the effect youre trying to implement. Then include your Shader.fxh (whatever shader it is you want to get) and make a line in your pixel shader sutch as

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    	color.rgb = HDR(color, coord.xy);
the statement for coord should be

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	float2 coord = IN.txcoord0;
. In case you have trouble with that (lol) tell me what shaders you want and ill code them into your postpass if you want.


Chavolatra wrote:More options for test in game giving best result in modding =)
I dont really see that as worth spending time on rn tbh ;) maybe someday

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Re: [SSE] Ady's Shader Setup

Thank you for the explanations, Adyss. I'll try later in home, and see if helper and MShelper will conflict each other (this is my main concern by now). ......
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Re: [SSE] Ady's Shader Setup

phoenixfabricio wrote:Thank you for the explanations, Adyss. I'll try later in home, and see if helper and MShelper will conflict each other (this is my main concern by now). ......
can make a patch too if ya want lol

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Re: [SSE] Ady's Shader Setup

Adyss

So, I'm really in trouble trying to bring some effects to my postpass file. I 'm a little afraid to ask favors to other persons, but I Always wanted some specific Reshade features ported to ENB. Always searched on web how to do that, without sucess. So, if you don't mind, I'm posting a download link to my enbpostpass.fx (and related files) and would be very grateful if you could port these effects:

Curves, DPX , Lightroom, fakeHDR , Technicolor2, Shadows and Vibrance

Download Link

Big thanks in advance!!
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Re: [SSE] Ady's Shader Setup

phoenixfabricio wrote:Adyss

So, I'm really in trouble trying to bring some effects to my postpass file. I 'm a little afraid to ask favors to other persons, but I Always wanted some specific Reshade features ported to ENB. Always searched on web how to do that, without sucess. So, if you don't mind, I'm posting a download link to my enbpostpass.fx (and related files) and would be very grateful if you could port these effects:

Curves, DPX , Lightroom, fakeHDR , Technicolor2, Shadows and Vibrance

Download Link

Big thanks in advance!!
Check your PN ;)

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Re: [SSE] Ady's Shader Setup

Replied there!!! :) Really Appreciated, Adyss. So many thanks!!! :)

EDIT: Worked like a charm!!! :D
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Re: [SSE] Ady's Shader Setup

This is amazing work. Thank you so much for sharing it.

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Re: [SSE] Ady's Shader Setup

Thought I would post a breakdown of SandvichDISH excellent macro.fxh. I've been converting all MSL's to use this functionality.

So here is a demo on how to set it up


Using default enbeffect.fx for reference

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#include "macros.fxh"        	/// Include macros for UI, samplers, textures and more
Place the above code line above texture2D texs0;//color, for Oldrim. Inside the enbeffect.fx file
Or Texture2D TextureColor; //hdr color, for Fallout 4 and Skyrim SE


After that let's take one of the available variables already present for this demo, the EToneMappingOversaturationV3
Search for it with any text editor inside of the enbeffect.fx, usual hotkeys for the find menu is ctrl+f

Here is the code itself

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  #define UI_CATEGORY TEST    // TEST is the name for the UI category that will be shown inside of the game in the GUI
UI_SEPARATOR                               
UI_FLOATPARAM_DNI(EToneMappingOversaturationV3, "Tonemapping Oversaturation V3", 0.0, 500.0, 1.0)
// Type_of_parameter(VariableName, "Shown Name", Min value, Max value, Default value)
// The above code should be placed at the very top of the .fx file

-------------------

float lumamax=EToneMappingOversaturationV3;
Some alterations in the macro.fxh is needed

Look for this code line;

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#define UI_FLOATPARAM_DNI(var, name, minval, maxval, defaultval) \
    UI_FLOATPARAM(var##Day, name##" (Day)", minval, maxval, defaultval) \
    UI_FLOATPARAM(var##Night, name##" (Night)", minval, maxval, defaultval) \
    UI_FLOATPARAM(var##Interior, name##" (Interior)", minval, maxval, defaultval)
Change it to this;

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#define UI_FLOATPARAM_DNI(var, name, minval, maxval, defaultval) \
    UI_FLOATPARAM(var##Day, name##" (Day)", minval, maxval, defaultval) \
    UI_FLOATPARAM(var##Night, name##" (Night)", minval, maxval, defaultval) \
    UI_FLOATPARAM(var##Interior, name##" (Interior)", minval, maxval, defaultval) \
    EXPAND_DNI(static const float, var)
To be able to use the Time of Day, you will need to update the macro.fxh with some functions.
Which can be found at SandvichDISH Reforged ENB 2
Or later, at any of my MSL's. If I'm granted permission to upload the MSL's with the macro.fxh that is.

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Re: [SSE] Ady's Shader Setup

@--JawZ--

you have my full blessing to bastardise and share all of my code however you want!
p.s. the more complex parameters like weathers+todi when declared in the global scope like I did for Reforged 2 do seem to be seriously unoptimized, so be wary of that.
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Re: [SSE] Ady's Shader Setup

First, amazingly done!
Have tested most of the effects and got stuck for the bloom. It would look nice to my current VR-ENB.
I saw that you helped someone in the thread to import some effects to his ENB. But never saw the final result.
Would really appreciate a guide on how you did!
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