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13 bytes added, 14 January
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Notable ReShade shaders
These are not [[Shader_Presets|shader presets]]. But you can create your own custom preset using these .fx shaders. As some of the effects (RTGI and Motion Estimation etc.) require depth access, make sure to have your [https://www.youtube.com/watch?v=zMceMD9OzIE depth buffer correctly configured] if you want to use them.
;[https://www.martysmods.com/rtgi/ Pascal Gilcher's RTGI shader] ($)
:Developed by [https://twitter.com/mcflypg Pascal "Marty McFly" Gilcher], RTGI & '''Screen-Space''' Ray Traced Global Illumination is an upcoming shader for ReShade which make use of Path Tracing to bring Real Time Global Illumination to every games. Global Illumination is certainly not something new for games but unlike conventional Baked / Precomputed Realtime GI, Marty McFly's Path Traced solution can provide a way more realistic and physically correct Global Illumination for every game.
:[https://www.youtube.com/watch?v=ZOPgXRZSvzQ Ray Tracing Revolution's video about RTGI]
;[https://www.martysmods.com/regrade/ qUINT ReGrade] ($)
:Many shaders for ReShade are designed to apply specific color adjustments similar to industry standard software like Adobe Lightroom or DaVinci Resolve. A common approach in ReShade presets is to use many of these color adjustments at once to achieve their look. LUTs (Look-up Tables) are a cheap and simple way of changing the colours of your game without having to rely on a huge stack of shaders that eats at your performance. You can use them to make in-game colours look more natural (colour correction), or give your game a certain stylised look (colour grading)
:;[https://framedsc.com/ReshadeGuides/lutgenguide.htm qUINT Lightroom]
::Free alternative to qUINT ReGrade, but qUINT ReGrade recommended instead of this one.
;[https://www.martysmods.com/solaris/ qUINT Solaris] ($)
:Solaris is a physically based exposure and bloom solution. Together with ReGrade, they replicate the journey of light into the camera, onto the sensor and through the editing software. It uses various tricks to generate a physically plausible glow effect around bright light sources with very little performance overhead. It also supports masking objects by depth for better scene integration and make it look natural. For best practices, only use Solaris to adjust the scene brightness so ReGrade receives a well-balanced image to work with.
;[https://www.martysmods.com/physical-depth-of-field/ qUINT Physical DOF] ($)
: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 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] ($)
: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]
:[[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]:
:[[Wikipedia:Motion_estimation#Related_terms|Motion estimation]] for games in realtime. Useful for Injecting TAA and per-object motion blurs into games [https://twitter.com/Dachsjaeger/status/1566850012163735552 (Demonstration)]. Also see [https://reshade.me/forum/shader-suggestions/6703-very-close-to-per-object-motion-blur-request-a-small-tweak this ReShade forum thread].
;[https://github.com/lordbean-git/HQAA lordbean HQAA]
:Post-rendering Anti-Aliasing.
;[https://github.com/Matsilagi/RSRetroArch/ matsilagi's RSRetroArch]
:Repository of RetroArch and retro-related shaders / shaders from programs, ported for ReShade
;[https://github.com/MajorPainTheCactus/SonyMegatron-ReShade MajorPainTheCactus's Sony Megatron ReShade]
:Sony Megatron shader ported from Retroarch to ReShade. [https://reshade.me/forum/shader-presentation/8420-sony-megatron-colour-video-monitor-port-updated ReShade forum thread].
:;[https://github.com/MajorPainTheCactus/AutoHDR-ReShade AutoHDR]
::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]
:This is a port of the CRT-Guest-Advanced, HD and NTSC shaders from RetroArch/libretro to ReShade.
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