#Unreal Engine Modding
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Modding SM6 Lutbuilders
example file: https://github.com/clshortfuse/renodx/blob/main/src/games/unrealengine/lutbuilders/sm6/lutbuilder_0x13FBB787.ps_6_6.hlsl
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ctrl+f
2722; and setSetUngradedAP1(float3(_123, _456, _789));to the colors in the dot product -
ctrl+f
0.0613and setSetUntonemappedAP1(float3(_123, _456, _789));to the 3 colors above the 0.0613 matrix -
ctrl+f
0.999and setSetTonemappedAP1(_123, _456, _789);to the 3 colors part of the matrix -
ctrl+f
== 0, and this is where we set our output, right above the branch/if statement. Use the pow (exp2/log2) colors in the GenerateOutput function
if (RENODX_TONE_MAP_TYPE != 0) {
return GenerateOutput(float3(_123, _456, _789));
}
- scroll all the way down to the end of the file, and add
SV_Target = saturate(SV_Target);before the return
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This assumes you're using flattened shaders
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Compute shaders will require the output to be the UAV; but its still the same process -- look at any of the CS examples
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SM6 lutbuilders need the
--use-do-whileflag to decompile
->decomp.exe [lutbuilder.cso] -f --use-do-while
Modding SM5 Lutbuilders:
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