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;[https://www.martysmods.com/rtgi/ Pascal Gilcher's RTGI shader] ($)
 
;[https://www.martysmods.com/rtgi/ Pascal Gilcher's RTGI shader] ($)
:Developed by [https://twitter.com/mcflypg Pascal "Marty McFly" Gilcher], RTGI & '''Screen-Space''' Ray Traced Global Illumination is a shader for ReShade which make use of Path Tracing to bring Real Time Global Illumination to every game. Global Illumination is certainly not something new for games, but unlike conventional Baked / Precomputed Realtime GI, Marty McFly's Path Traced solution can provide a way more realistic and physically correct Global Illumination for every game.
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:Developed by [https://twitter.com/mcflypg Pascal "Marty McFly" Gilcher], RTGI & '''Screen-Space''' Ray Traced Global Illumination is a shader for ReShade which make use of Path Tracing to bring Real Time Global Illumination to every games. Global Illumination is certainly not something new for games but unlike conventional Baked / Precomputed Realtime GI, Marty McFly's Path Traced solution can provide a way more realistic and physically correct Global Illumination for every game.
 
:[https://www.youtube.com/watch?v=ZOPgXRZSvzQ Ray Tracing Revolution's video about RTGI]
 
:[https://www.youtube.com/watch?v=ZOPgXRZSvzQ Ray Tracing Revolution's video about RTGI]
  
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;[https://www.martysmods.com/physical-depth-of-field/ qUINT Physical DOF] ($)
 
;[https://www.martysmods.com/physical-depth-of-field/ qUINT Physical DOF] ($)
:Games use a pinhole lens camera model to render their images. As such, they do not exhibit the same visual effects seen in real cameras, and effects exclusive to those have to be artificially reintroduced. A Depth of Field (or DOF) filter simulates the blurring of out-of-focus areas in the image. In a real camera, many factors influence the appearance of the DOF blur, or so-called “Bokeh”, which photographers and filmmakers use extensively as an artistic tool. This physical Depth of Field shader recreates this effect as faithfully as possible.
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:Games use a pinhole lens camera model to render their images. As such, they do not exhibit the same visual effects seen in real cameras, and effects exclusive to those have to be artificially reintroduced. A Depth of Field (or DOF) filter simulates the blurring of out-of-focus areas in the image. In a real camera, many factors influence the appearance of of the DOF blur, or so-called “Bokeh”, which photographers and film makers use extensively as an artistic tool. This physical Depth of Field shader recreates this effect as faithfully as possible.
  
 
;[https://www.martysmods.com/clarity/ qUINT Clarity] ($)
 
;[https://www.martysmods.com/clarity/ qUINT Clarity] ($)
:Effects like unsharp mask are designed to sharpen or soften the image in a wider range, to enhance medium-sized details in the image and give the content some grip. The balanced, yet contrasty look of movie posters and magazine covers is quite often partially achieved through this effect. Much research is going into the type of filters that enhance local contrast, from the most basic unsharp mask to state of the art “Local Laplacian” filtering. Using this effect in realtime on video games allows to give blurry textures some bite, enhance the overall contrast of a scene or produce some pseudo Depth of Field effect to give the scene some depth. Clarity contains 2 different types of image enhancements, which can be used together.
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:Effects like unsharp mask are designed to sharpen or soften the image in a wider range, to enhance medium sized details in the image and give the content some grip. The balanced, yet contrasty look of movie posters and magazine covers is quite often partially achieved through this effect. Much research is going into the type of filters that enhance local contrast, from the most basic unsharp mask to state of the art “Local Laplacian” filtering. Using this effect in realtime on video games allows to give blurry textures some bite, enhance the overall contrast of a scene or produce some pseudo Depth of Field effect to give the scene some depth. Clarity contains 2 different types of image enhancements, which can be used together.
  
 
;[https://github.com/martymcmodding/ReShade-Optical-Flow qUINT Optical Flow]
 
;[https://github.com/martymcmodding/ReShade-Optical-Flow qUINT Optical Flow]
:[[Wikipedia:Motion_estimation#Related_terms|Optical Flow]] for games in realtime. The nature of optical flow is to detect/compare changes between frames over time, and then it gives us the motion vector in pixel color like flow map or normal map.
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:[[Wikipedia:Motion_estimation#Related_terms|Optical Flow]] for games in realtime. The nature of optical flow is to detect/compare changes between frames over time and then it gives us the motion vector in pixel color like flow map or normal map.
  
 
;[https://gist.github.com/martymcmodding/69c775f844124ec2c71c37541801c053 qUINT Motion Estimation]:
 
;[https://gist.github.com/martymcmodding/69c775f844124ec2c71c37541801c053 qUINT Motion Estimation]:
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:;[https://github.com/MajorPainTheCactus/AutoHDR-ReShade AutoHDR]
 
:;[https://github.com/MajorPainTheCactus/AutoHDR-ReShade AutoHDR]
::This add-on is ideally intended to be used with the Sony Megatron ReShade Port Presets.
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::This add on is ideally intended to be used with the Sony Megatron ReShade Port Presets.
  
 
;[https://forums.libretro.com/t/crt-guest-advanced-hd-and-ntsc-for-reshade/41880 DevilSingh's CRT-Guest-Advanced, HD and NTSC for ReShade]
 
;[https://forums.libretro.com/t/crt-guest-advanced-hd-and-ntsc-for-reshade/41880 DevilSingh's CRT-Guest-Advanced, HD and NTSC for ReShade]

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