#Unity Engine
1 messages · Page 4 of 1
Next build will have FakeHDR Boost slider available under Effects, in games with originally no tonemapper that is.
ah
anyways, adding saturate makes the effects less intense
this then becomes a problem because if you increase the intensity it starts to look buggy
so I feel like the solution would be to clamp the shader then ITM it
(using renodx's itm ability of course)
actually can renodx do ITM on a per shader basis?
I feel like I'm hallucinating
@desert herald does renodx have the ability to add ITM to select shaders?
Well yea probably, wouldn't you just run ITM code in the one shader you want to ITM?
huh, good point
anyways, while the rocket flames have been fixed, they're not very bright
made sure to only saturate 1 part of the equation instead of the entire equation
Any of the videos shaders are inverse tm. But you shouldn't use it on rendered stuff. You should boost highlights instead. Inverse tm implies it was tonemapped at some point and you're reversing it
since letting this shader be unclamped breaks the colours
Another dx12 demo with seemingly same symptoms as previously, shaders replacement and sliders work but no FinalBlit shader.
Enabling proxy crashes on launch.
This time I checked log and... D3D11On12CreateDevice
Wait, maybe can force dx11 🤔
Yea that works, and everything good. Ugh.
Even resources upgrades work on dx12, it's really just proxy...
Wait, what if the issue is dx12 proxy..? mmmh
nope, dx11 one also crashes.
When using this addon in House flipper 2 it corrupts most in-game images, is that common?
Like this (nvm the incorrect HDR colors). The image is just replaced by colored static
This also includes things like paintings in-game :(
I'd appreciate any help with this! <3
Advanced settings: Move R8G8B8A8_Typeless slider to Output Size I think
Current pinned build is last one with Any size as default, from next will default to Output Size.
Some games will have to use Output Ratio/Any size to unclamp HDR range, but after a thought this should be preferable to visual artifacts in some games.
The game uses dlss with a ratio below 100%, I should use output ratio then, right?
Not necessarily. Modern upscalers are preferably ran in HDR before post-processing/going to SDR, so they ideally don't affect HDR mods.
A few rare games run them after post-processing, in which case Output size is needed indeed.
no change on either output ratio nor output size 😔
Mmmh that is odd, I'll have a look thanks
these are the settings I use. Just for future reference, everything else is default
Yea these should be fine. Might be something I changed in the addon
Okay! I haven't tried any older versions or anything, so I have no idea if this worked in the past
does shadow tactics: blades of the shogun work with this?
oh and for some reason your wiki link is broken, needs to be https://github.com/clshortfuse/renodx/wiki/Mods#unity-engine- with that extra dash at the end
Thanks updated
Probably not, afaik they use custom shaders and there seemed to be quite a few.
Chances are they are shared across several Mimimi games, so a Mimimi addon may cover it
@main wharf i think is time u replace discord link with snapshots some old timers struggle to link the discord button to the links
Yea I've been meaning to have snapshot running already, got a bit busy with other stuff, and also instead of cleaning what's left to clean I added all the new fancy tonemapping/LUT stuff RenoDX has 
Oof, the texture corruption seems to occur with any addon, even with no resources upgrades (just swapchain). I tried generic one just to be sure, same thing.
There is one thing I can try, lemme see if I can find it...
Yaaaaay, this I believe, let's see
Omg. Seems to be good now..?
Yea, even with Any Size upgrades 🙈
Here try this one. I just disabled one line of code as suggested by other modders, no idea what is going on.
reshade::register_event<reshade::addon_event::copy_texture_region>(OnCopyTextureRegion); in swapchain.hpp seems to cause some missing/corrupted textures.
@desert herald
anything in the log?
Wut
03:41:08:748 [27700] | WARN | [RenoDX] OnCopyTextureRegion(mismatched: 0x00000209f525baa0[0] (r32g32b32a32_typeless) => 0x00000209f525b520[0] (bc3_unorm_srgb))
03:41:30:542 [27700] | WARN | [RenoDX] OnCopyTextureRegion(mismatched: 0x0000020aa96fe5a0[0] (r32g32b32a32_typeless) => 0x0000020aa96fca20[0] (bc3_unorm_srgb))
03:41:40:529 [27700] | WARN | [RenoDX] OnCopyTextureRegion(mismatched: 0x0000020aa96fdaa0[0] (r32g32b32a32_typeless) => 0x0000020aa96fdd60[0] (bc3_unorm_srgb))
Nothing else, well this seems like the relevant part to me anyway 😅
That's with generic addon btw
All default, no upgrades but HDR10 swapchain (proxy)
Also happens without using proxy, and with scRGB (with Unity addon)
i guess...
add case reshade::api::format::r32g32b32a32_typeless: in utils::resource::IsCompressible
case reshade::api::format::r32g32b32a32_uint:
case reshade::api::format::r32g32b32a32_sint:
+case reshade::api::format::r32g32b32a32_typeless:
switch (compressed) {
case reshade::api::format::bc2_unorm:
case reshade::api::format::bc2_unorm_srgb:
case reshade::api::format::bc2_typeless:
case reshade::api::format::bc3_unorm:
case reshade::api::format::bc3_unorm_srgb:
i'm going to guess there's some implicit type, shouldn't really be typeless
Seems good with this
And no more mismatch in log!
It worked! Thank you so much! :)
any idea why is this game washed out? (escape simulator 2)
Not sure, could be:
-missing shader (lutbuilder)
-need to set game to borderless fullscreen or enable Swapchain Proxy
-FSR1 compatibility thing
^
This build includes improvements to FSR1 compatibility and a warning for the 2nd point (borderless fullscreen/swapchain proxy), feel free to try that.
And if it's a missing lutbuilder, setting LUT Shaper to Vanilla should display correct output. Though HDR may not work in this case, shader would have to be added to the mod.
that build fixed it, thanks!
p.s. I had to delete my old ReShade.ini file as well
SDR / RenoDX
Aye. FSR1/RCAS I think, pinned build still has old hacky workaround to make that work despite broken decompilation. That is fixed since, just gotta do some more testing to make sure I didn't break anything as there were some other significant changes.
Why do so many of these unity games use FSR1?
what if the game clamped at 203 nits with this addon?
Are sliders displayed and doing anything?
Could be a few things
tried all upgrades
Is that with pinned build?
Well this, linked in pinned message*
yeah
I'll have a look
Please send ReShade.log, hopefully will hint at what's going on
Game isn't the brightest out there, but demo seems unclamped here
Oh, is game set to (exclusive) fullscreen maybe?
Should be windowed or borderless
Seems to be missing some upgrades
Default settings should work, you can delete the [renodx] section in ReShade.ini file to reset it
Default is just R8G8B8A8_TYPELESS enabled, this is the one needed/missing here.
Yea game doesn't get quite bright, with camera being top-down or side (during fights), it's mainly the effects
yeah, overall it's not so bright
game brightness slider kinda helps
thanks anyway!
Explore, navigate, and uncover the vast wilderness in over the hill, the newest installation from the creator of art of rally. Ramble your way through varied biomes inspired by real-world locations, from valleys to mountains and everything in between.
Discover portals to travel to new areas, and complete objectives to unlock new vehicles, upg…
To be announced
art of rally 2
I expected like, indie dirt rally but with an exploration focus. It's not that at all lol.
now I'm realizing I'd play a dirt rally roguelike
currently looking at this hlsl
// ---- Created with 3Dmigoto v1.3.16 on Thu Oct 16 21:50:36 2025
Texture2D<float4> t0 : register(t0);
SamplerState s0_s : register(s0);
cbuffer cb0 : register(b0)
{
float4 cb0[4];
}
// 3Dmigoto declarations
#define cmp -
void main(
float4 v0 : SV_POSITION0,
float2 v1 : TEXCOORD0,
out float4 o0 : SV_Target0)
{
float4 r0,r1,r2,r3,r4,r5;
uint4 bitmask, uiDest;
float4 fDest;
r0.xyzw = cb0[3].xyxy * float4(-0.5,-0.5,0.5,-0.5) + v1.xyxy;
r1.xyzw = t0.Sample(s0_s, r0.xy).xyzw;
r0.xyzw = t0.Sample(s0_s, r0.zw).xyzw;
r0.xyzw = r1.xyzw + r0.xyzw;
r1.xyzw = cb0[3].xyxy * float4(-0.5,0.5,0.5,0.5) + v1.xyxy;
r2.xyzw = t0.Sample(s0_s, r1.xy).xyzw;
r1.xyzw = t0.Sample(s0_s, r1.zw).xyzw;
r0.xyzw = r2.xyzw + r0.xyzw;
r0.xyzw = r0.xyzw + r1.xyzw;
r1.xy = -cb0[3].xy + v1.xy;
r1.xyzw = t0.Sample(s0_s, r1.xy).xyzw;
r2.xyzw = cb0[3].xyxy * float4(0,-1,1,-1) + v1.xyxy;
r3.xyzw = t0.Sample(s0_s, r2.xy).xyzw;
r2.xyzw = t0.Sample(s0_s, r2.zw).xyzw;
r2.xyzw = r3.xyzw + r2.xyzw;
r1.xyzw = r3.xyzw + r1.xyzw;
r3.xyzw = t0.Sample(s0_s, v1.xy).xyzw;
r1.xyzw = r3.xyzw + r1.xyzw;
r4.xyzw = cb0[3].xyxy * float4(-1,0,1,0) + v1.xyxy;
r5.xyzw = t0.Sample(s0_s, r4.xy).xyzw;
r4.xyzw = t0.Sample(s0_s, r4.zw).xyzw;
r1.xyzw = r5.xyzw + r1.xyzw;
r5.xyzw = r5.xyzw + r3.xyzw;
r1.xyzw = float4(0.03125,0.03125,0.03125,0.03125) * r1.xyzw;
r0.xyzw = r0.xyzw * float4(0.125,0.125,0.125,0.125) + r1.xyzw;
r1.xyzw = r4.xyzw + r2.xyzw;
r2.xyzw = r4.xyzw + r3.xyzw;
r1.xyzw = r1.xyzw + r3.xyzw;
r0.xyzw = r1.xyzw * float4(0.03125,0.03125,0.03125,0.03125) + r0.xyzw;
r1.xyzw = cb0[3].xyxy * float4(-1,1,0,1) + v1.xyxy;
r3.xyzw = t0.Sample(s0_s, r1.zw).xyzw;
r1.xyzw = t0.Sample(s0_s, r1.xy).xyzw;
r4.xyzw = r5.xyzw + r3.xyzw;
r1.xyzw = r4.xyzw + r1.xyzw;
r0.xyzw = r1.xyzw * float4(0.03125,0.03125,0.03125,0.03125) + r0.xyzw;
r1.xy = cb0[3].xy + v1.xy;
r1.xyzw = t0.Sample(s0_s, r1.xy).xyzw;
r1.xyzw = r2.xyzw + r1.xyzw;
r1.xyzw = r1.xyzw + r3.xyzw;
o0.xyzw = r1.xyzw * float4(0.03125,0.03125,0.03125,0.03125) + r0.xyzw;
return;```
it's 0x644A670E from Beat Saber, looks to be a bloom shader?
-# I STILL need to setup renodx git on linux
Could be yea, I've seen similar shaders involved in making the bloom texture
Voosh, a completely random question you don't have to work on this but I'm just curious, have you ever looked at vampire survivors? What's the deal with that game? It is unity isn't it? Seems to be coded kinda weird. Just out of curiosity I tried putting the add-on on, but got very strange results. I don't need it to work, im just curious
I know it was some other engine before they ported the code but looking at game files it does look like unity
if only there was a website that could tell you what game engine is used for a game
Yea it seems I had a quick look, can't remember what came out from that tho.
Yea it is Unity. What do you mean by very strange results?
Unity engine build: 6000.0.58f2
Maybe you just have to set Swapchain Encoding manually to Gamma ?
Well it changes to HDR output but it's all washed out and like 3/4 of Reno sliders don't even show up, very strange
You think that could help? I'll play around with it some more
Again it's no big deal game is totally fine in SDR I'm just messing with it for fun
It would help the washed out I think, it's what Compatibility options are for.
I think I tried some of it but I'll try some more
Addon tries to detect and set that automatically so you shouldn't have to bother about it in most games.
How do you find that?
And regarding missing sliders, in theory this means game isn't supported, but that's an old "feature" I had in the very first preview builds as compatibility wasn't as wide back then. Could be broken.
I'll have a look at the game
PCGamingWiki
I was looking there too I couldn't find the info maybe I should check my eyes 
small note next to the engine bit 😛
Iirc it doesn't have any kind of post-processing, just draws everything raw.
Game probably is unclamped with just resources upgrades
Swapchain encoding should be set to gamma in this game indeed.
It seems it's only resource format that clamps the game, so technically you don't even need this addon to get HDR there, assuming there is any HDR/lighting to salvage, game looks pretty raw.
Yes that would make a lot of sense it's "very raw" last I remember the way it was done is the dev coded it in the only code he knew but it ran poorly, so he hired someone to port over the game to unity and optimise it, while he continued to make new content in the original form and just have stuff ported over, no idea if it still works like that but it is indeed raw. But I just wanted to test if it's possible Reno could separate the UI and game even a raw game like this and could it even inject HDR properly.. again, just curiosity
Sadly the methods I'm using in this addon so far are not any help in this game. There surely are ways to deal with that but that would be way beyond my technical ability.
REST addon should be able to separate game from UI if you use a ReShade.fx to scale brightness. I'm not too familiar with these, I think Lilium's suite may have one.
Interesting. I'll try to play around with that. Always excited to just learn more
Don’t know if this was answered yet but pcgamingwiki usually covers this
i was being sarcastic
and clarified pcgw like a few lines below that
Ait sorry wasn’t sure
Was getting some weird behavior in House Flipper 2 yesterday, where sometimes when I’d launch the game, the addon would show the Reinhard and Danielle tonemapping options, and other times Hermite-Spline
Forgot to save logs, but I’ll see if I can replicate it later tonight
might have 2 addons installed
or if loading through sk its loading one you have installed in an sk folder
Mmh, this may change between title menu and actual in-game ?
As in it is possible options change depending the situation/game.
But same situation should have same settings after a reboot.
It doesn't change that default tonemapper should be the preferred option, even after it changes
For example Daniele and ACES are only offered if game originally uses ACES.
I know a game that uses ACES in title menu but then switches to no tonemapper in-game, could be that House Flipper does something like that or the opposite
It sounds like this could be the case, I’ll test and report back later
edit: yep it changes from Hermite-Spline in the intro loading screens and main menu to Daniele in-game.
from SULFUR demo, is there anything useful in there?
Plan ahead, outsmart enemies and progress a world of dark creatures and cunning evil. Utilize playful and tactile weaponry in visceral and intense combat. Create unique builds by combining weapons, gear, tools, and enchantments to suit your playstyle. Whether you’re a gun-blazing risk-taker or a careful strategist, the choice is yours.…
$18.49
5464
Cheers, was gonna have a look at that
Yup', lutbuilder is already in addon but output/uber shader is missing, I can add these.
They do have that weird SRGB encoding, seen it before but pretty rare, not sure why code is written that way:
r0.w = cmp(0.00313080009 >= r0.x);
r1.x = 12.9232101 * r0.x;
r0.x = log2(abs(r0.x));
r0.x = 0.416666657 * r0.x;
r0.x = exp2(r0.x);
r0.x = r0.x * 1.05499995 + -0.0549999997;
o0.x = r0.w ? r1.x : r0.x;
r0.x = cmp(0.00313080009 >= r0.y);
r0.w = 12.9232101 * r0.y;
r0.y = log2(abs(r0.y));
r0.y = 0.416666657 * r0.y;
r0.y = exp2(r0.y);
r0.y = r0.y * 1.05499995 + -0.0549999997;
o0.y = r0.x ? r0.w : r0.y;
r0.x = cmp(0.00313080009 >= r0.z);
r0.y = 12.9232101 * r0.z;
r0.z = log2(abs(r0.z));
r0.z = 0.416666657 * r0.z;
r0.z = exp2(r0.z);
r0.z = r0.z * 1.05499995 + -0.0549999997;
o0.z = r0.x ? r0.y : r0.z;
Anyway just something I noticed, not an issue afaik it does the same thing as written the more usual way
@keen lintel try this maybe.
I don't know about the upgrades, the very most common is just the one enabled by default.
If limited to bt709 even with saturation maxed up, then likely R11G11B10_float should unclamp bt2020 colors.
Game looks very flat, even fire/shots vfx.
Addon has an AutoHDR slider under Effects thanks to @haughty dock, may be helpful there.
Like, I don't think this is clipping or anything, just looks like firing shotgun is a paint blob
yeah i would assume most things to not get affected but i would expect things like these portals here to be affeccted or something
Oof. Does it go above 203 if you increase Highlights, Exposure or FakeHDR effect ?
peak brightness slider does not affect it
Well yea, it would only if there is something that reaches peak
ah but highlight does affect it along with skin
I see. I'll download demo check if maybe they clip before post-processing and there is some more to salvage.
I meant "FakeHDR Boost" in Effects btw, not AutoHDR slider sorry.
This is specifically meant for games with low dynamic range
with these settings in this area it seems not so terrible. The moon is ~750 nits while hands are not as bright around 250
Tried with Crime Scene Cleaner and it breaks a few core game mechanics like footprints and settings objects back into place. Anyone else tested/have settings for that game that work?
Assuming these things "overlay" on top of render, originally after going to SDR, it could be that shaders break with HDR and need to be manually fixed.
I'll have a look at https://store.steampowered.com/app/2540100/Crime_Scene_Cleaner_Prologue/, seems to have been updated this year, hopefully should use same shaders as the game
@main wharf probably [flatten] in the original hlsl code
[flatten] compiles code as bools
and 3dm's decompiler uses cmp() for bools
Command a strike force of marines, mercenaries, and criminals in a distant system, cut off from the Core Worlds. At the lawless frontier, the Wayback system is controlled by pirate warlords, questionable corporations, and fractured planetary governments who struggle for a new order. Though you initially lead your strike force of marines from aboa…
Feb 5, 2026
By the devs that made Battle Brothers and has a demo
seems like a decent xcom like

DX12 noooo
Nah not necessarily
That folder is there in a bunch of games, there's just one .dll inside and games still run dx11
Also regarding this, @crimson spear had a look at PEAK, one of the few dx12 unity games that was requested, and it's also d3d11on12 
Lemme see... I found an article regarding Unity dx12 support and it may have just been added quite recently
https://www.youtube.com/watch?v=oHY3n-JQCuU trailer by the guy who did Astartes
Check out the Menace full cinematic trailer for this upcoming sci-fi turn-based tactics game. The full cinematic trailer Menace was created in partnership with developer Overhype Studios, director Syama Pedersen (Warhammer 40K fan video “Astartes”, and contributor on the “And They Shall Know No Fear” episode of Amazon’s Secret Level an...
Grimdark coded
As of Unity 6.1, DirectX 12 is now set as the default graphics API for new projects.
Article is from April this year, maybe from next year and beyond we get real dx12 Unity games
There may already be some out there, but I couldn't find any proper documentation. I'd expect some quite niche simple "test" game maybe
Surely would be nice to find a solution for that d3d11on12 thing
Oh
I wonder if device proxy would help here
Since basically, everything works except swapchain proxy
Btw I ended up realizing too late demo has a Final/Swapchain Blit shader
So maybe you can do a mod without using proxy..?
From experience, doing everything else the "dx11" way would work. As in shaders are SM4/SM5 anyway, and I didn't need to do the dx12 cbuffers specifics either, it was just working.
^ this is in fact d3d11on12, I didn't know at the time before @junior river had a look at Endless Space 2 and figured that out from a quick look in log 
I think 🤷
Maybe proxy can work with some tweaks, but I wouldn't know about that.
Maybe device proxy can help? Again just a thought, I have no idea, but since this d3d11on12 thing in log is a device iirc...
Another thing is to do the dual shaders like in UE addon maybe. @warm geyser suggested this and it would do stuff, lemme try to find messages.
I guess that's just to rename shaders with ps_5_x
But then this has other implications, can't use Callback which this addon relies on so I gave up
If you don't need Shader Callbacks then maybe you can do that
This and renaming shaders to ps_5_x I believe
Ah, with ps_5_x shaders and the above, it was replacing shaders with proxy working, but no cbuffers, which could have been skill issue, I have low xp with dx12 and I never had to do this shader model upgrade thing
5.x means 5.0 for dx11 and 5.1 for dx12
shared.h should have the dual setup so cb13 on dx11 and space50 on dx12
Could have been what was missing, seems I didn't keep addon source so can't check.
This d3d11on12 situation is weird tho, what does happen to cbuffers in that case..?
Or maybe it doesn't matter..? I dunno really, this is obscure
yea for dx12 you need 5_1
and then you need to change shared.h to have the if statement (if sm 5 or lower X, if 5_1 and higher, Y)
you also need 2 proxy shaders
renodx::mods::swapchain::swap_chain_proxy_shaders = {
{
reshade::api::device_api::d3d11,
{
.vertex_shader = __swap_chain_proxy_vertex_shader_dx11,
.pixel_shader = __swap_chain_proxy_pixel_shader_dx11,
},
},
{
reshade::api::device_api::d3d12,
{
.vertex_shader = __swap_chain_proxy_vertex_shader_dx12,
.pixel_shader = __swap_chain_proxy_pixel_shader_dx12,
},
},
};
so one compiles as 5_0 and the other as 5_1
and the files should be named swap_chain_proxy_pixel_shader.ps_5_x.hlsl and swap_chain_proxy_vertex_shader.vs_5_x.hlsl
I was looking into shadercallback that supports 5_x, it should be doable
just add another paramater and make a new function
But it's not really dx12, Forge found out Endless Space 2 and surely some other Unity games actually use d3d11on12
I had a demo installed, lemme check
the only time I've seen 11on12 injected is for overlays
But no I don't have any overlay enabled never ever so I doubt it
MAYBE movies
I dunno, it shows this in log:
| INFO | Redirecting D3D11On12CreateDevice(pDevice = 0000020D648D1D70, Flags = 0, pFeatureLevels = 0000000000000000, FeatureLevels = 0, ppCommandQueues = 0000009D218EEAB0, NumQueues = 1, NodeMask = 0, ppDevice = 0000009D218EEAA0, ppImmediateContext = 0000000000000000, pChosenFeatureLevel = 0000000000000000) ...
does the game have like a launcher
Ritsu saw that in PEAK, Forge in Endless Space 2 and I did in this:
https://store.steampowered.com/app/4002340/Hell_Maiden_Demo/
No launcher in Hell Maiden or Endless Space demo, I never got my hands on PEAK
weird
yea I dunno
that game aside
no reason not to add dx12 support
sure the shader # will double, and compile times will be 2x as long 
But I can't test it
😒
Will try to find some real dx12 unity game/demo
It has 3 devices 
That's Hell Maiden demo
Seems to be always like this, in menu and in-game.
Only d3d12 device shows something in Snapshot... Not sure what else to check for
Maybe renderdoc?
Or Pix I guess
Any more details about this issue? What happens exactly?
I assume it has to do with the "Cleaner Sense" (binded to Q by default), which looks the same to me with or without the addon.
Alright, maybe we have a snapshot very soon...
Oh I played this demo a few weeks ago, I didn’t even know it was unity
Played it in sdr because of that
Gotta say I wasn’t too impressed with the game… my favorite is HOMM V
We liiiiiiiiiiiiiiiive!
64-bit: http://notvoosh.github.io/renodx-unity/renodx-unityengine.addon64
32-bit: http://notvoosh.github.io/renodx-unity/renodx-unityengine.addon32
Changes from previously pinned builds:
- added warning when Swapchain Proxy is required
- added warning when output shader is missing
- changed Unity's dithering to be done in PQ bt2020 instead of SRGB to match HDR output
- fixed FSR1/RCAS broken decompilation, removed previous workaround and improved RCAS behavior in HDR
- improved user (=baked) LUTs handling by adding max channel and gamut compression
- added HDR10 swapchain toggle
- added FakeHDR Boost slider (under Effects, currently only available in games with no tonemapper originally), thanks @haughty dock
- changed default upgrade (rgba8_typeless) to Output Size
- various other fixes
- probably some more I forgot about
To do...
- code cleaning and removing useless shaders
- add shaders dumping (?)
- swapchain max_channel and gamut compression
- test dx12 support
- internal LUT resizing
- add curves scaling (internal LUT)
- attempt to fix pillar of eternity 2 bloom
- find bugs
- improve stuff
Anything here for SIGNALIS?
Ugh, afaik this one game is annoying.
Custom shaders and some stuff breaks with resources upgrades
Sure thing. One of the issues is that you will give off bloody footprints even when not stepping in any blood. Its like the area for stepping in it is largely expanded. The second problem was that I cant correct the positions of items after cleaning them. Didn't notice any issues with Cleaner Sense. Thank you for looking into it.
Seems to have a lot of custom crt shaders and such :/
does this mean we should just always use the newest version for all games? what about specific fixes you did for cases like Starsand Island?
Always use latest yea, addon includes some game specific shaders/fixes.
I'd suggest to store addon file in one common folder, then either tell ReShade to load addon from that folder in every Unity game or use symlink.
That way you only ever have to update one file in one same folder.
Hey all, been trying to get the unity mod to work for Steam Warhammer 40,000 Rogue Trader. I've downloaded the ReShade from the wiki (https://reshade.me/downloads/ReShade_Setup_6.5.1_Addon.exe), I've put over the snapshot of the latest unity mod/addon. When I try to launch the game I get the loading bar but then it crashes. If I remove the unity mod, it works. I've also tried the latest version of reshade and same issue. I've added -dx11 to steam launch parameters, I've tried launching it without -dx11.
Nothing seems to be work. Wondering if I'm skipping a step or something wrong?
yeah i keep storing all previous and special versions in seperate folders
oh. that seems much more advanced automation i never thought of something like that i do every game by hand
Hmmm. 6.5.1?
I know theres a renodx reshade going around so wasnt sure if I should be using that one
I think probably Exclusive Fullscreen mode ? Prefer Windowed or Borderless window
Aaah okay I'll try that. thank you.
It is in the additional notes at the top since this applies pretty much to every game.
Even if not using ReShade/RenoDX, I believe Borderless should be preferred, for performance and latency purpose. I don't think I ever encountered a game where Exclusive Fullscreen is preferable.
Oh, I should add instructions to pinned message in this thread...
borderless supremacy
Advice worked great! I’ll keep that in mind for the future, thank you again everyone.
By the way, I believe launch argument to force DirectX 11 in Unity games is the following, on Windows anyway:
-force-d3d11
Just for information really, since Rogue Trader already uses dx11 I doubt this changes anything here
https://schinagl.priv.at/nt/hardlinkshellext/linkshellextension.html this shell extension makes symlinking super easy
try enabling windows autohdr that fixed it for me when I got this exact same error
i know it doesn't make any sense but it fixed it for me (you can turn it off later)
also as was suggested try playing around with windowed/fs modes, and also reinstalling different version of reshade and mods
i've seen that red exclamation mark before and i ussually mess around with all that until it works and last time i tried i broke the game; it completely refused to launch until i enabled autohdr+reshade+addons then it somehow worked
turned off autohdr after that it just had to go trough initial phase of just launching the damn thing
very weird makes no sense but try that
It was solved, Exclusive fullscreen was the culprit
-# (it often is)
I wonder if in your case enabling AutoHDR somehow forced game to use Borderless..?
AutoHDR requires full screen optimizations so it might be Windows forcing borderless in that case
must have been something like that
haha yeah sorry i didn't read further i wanted to help first
All good
Thanks for the dump! Added a couple shaders in this, lemme know how it goes. May not be that custom, some heavy use of Unity's lens distortion effect that I could definitely see sold as "CRT effect", along CA and bloom.
Will push to github later
AAAAAAH. Found a typo, user LUTs are broken in current git build 
float3 encoded = renodx::color::gamma::EncodeSafe(color_output.rgb, encode_gamma);
float3 decompressed = renodx::color::correct::GamutDecompress(color_output.rgb, gamut_compression_scale);
What happens to encoded..? Spoiler: ||nothing||
Seems to work, game isn't very flashy but didnt notice any major issues, thanks :)
Yea it does look a bit dim on Steam page screenshots. Maybe some effects like fire or street lights may leave SDR range.
Addon now has a FakeHDR slider in Effects, could come in handy. And Color Grading uses the latest RenoDX offers, afaik Shadows and Highlights sliders were recently updated
i wonder if these a clang about unused variables
Mmmh, it is possible I missed a warning, I really gotta pay more attention to these
No idea, I don't think game was ever mentionned here. Feel free to try, compatibility list isn't complete, games are added as people try and find out
Ah alr
Thanks. I'm not sure these are related to RenoDX, addon really only changes visuals and shouldn't change anything gameplay-wise.
Is the issue consistent? Any particular steps to reproduce it? If it only happened once, maybe it was just a game bug
Yeah its reproducable for me. My system is well maintained so I can largely rule that out too. Tried a bunch of different troubleshooting like verifying game files, local install, injecting Reshade with Special K, early/lazy addon load, etc etc. Same bug. Works fine vanilla or with Special K but with Reno I get those bugs.
Mmh, maybe I'm misunderstanding the issue or it does not occur in the "Prologue" version of the game.
Could you share ReShade.log (after having triggered the issue) ?
is there a auto dump shaders option yet?
Nope. Still can use devkit for that purpose though
BALL x PIT Demo, seems to be working very well with just R8G8B8A8_TYPLESS upgrade. don't know if i should be doing anything else
Fyi if you want a real one, Zenless Zone Zero has a real D3D12 backend and it's f2p.
Though it has some custom mihoyo shenanigans in there
I have a mod for it working at: https://github.com/MapleHinata/renodx/tree/zenless-zone-zero/src/games/zenless-zone-zero
I don't know how useful this is for you but 
There was a lot of jank i never managed to fix with the d3d12 version but it mostly works
The two big remaining issues are that the game crashes if you have DLSS on (this can be worked around with OptiScaler for some reason?)
And r11g11b10_float upgrades explode the game in d3d12
(works fine in d3d11 for some reason)
The game is using URP, Unity 2019.4
Nice thanks, will have a look when I get the chance
d3d11on12 💀💀💀
-# not ZZZ, was looking for some smaller sized game
Uhm
LMFAOOOOOOOOO
On top of previous behavior, I realized adding this caused shader replacement to stop working:
renodx::mods::shader::expected_constant_buffer_space = 50;
renodx::mods::swapchain::expected_constant_buffer_space = 50;
While also allowing proxy to work. Solution, just keep renodx::mods::swapchain one it seems...
Everything seems to work now. I had tried everything and it was just:
renodx::mods::swapchain::expected_constant_buffer_space = 50;
Mmh, but will it break proxy in dx11 games
I guess it shouldn't
Why are shaders even affected by this 50 thing when they're sm4/sm5
Unless this renodx::mods:: thing doesn't "trigger" on shader model but API
Sigh, it's only this one game it seems
expected_constant_buffer_space is supposed to be for DX12 and Vulkan only. DX11 has no spaces, but could mess up some pipeline/shader stuff i guess
@junior river Do you still have Endless Legend 2? If you don't mind trying this pretty please, hopefully swapchain proxy should not crash the game anymore and everything works.
Whether it does or not ReShade.log is very welcome (for research purpose)
I just added this swapchain dx12 thing ^
but without the other one (renodx::mods::shader)
i guarded against it affecting anything except vulkan and dx12
so it's a safe thing to leave at 50 now

Wait did you add the fix to the wrong game?
I have Endless Space 2, Legend 2 is a newer game

Oh, but Endless Space 2 isn't dx12 or d3d11on12, is it ?
Could this be caused by exclusive fullscreen? Though yea I guess it doesn't really matter since it's not the game I thought, sorry
devkit reports d3d11 and the game uses CS_5 and PS_4 🤷♂️
So this whole time you confused it for Legends 2?
Wait, there's also d3d10 in there..?
I mean, I don't speak log fluently so might be nothing, but it looks messy
I loaded SK in case it fixes the issue
it did
but the screen is black with reno
time to see if display commander fixes it
Nope
So SK fixes something
but combining it with reno causes problems

Mmh, black screen is weird, missing upgrade? Log would tell maybe.
Titanfall 2 black screens in title menu but everything works once in-game. I think something similar happens in one unity game with this addon...
So the game is fully just clamped by r8g8b8_unorm
SK byitself can unclamp if set to scRGB
but HDR10 gives me a black screen (except UI shows)
scRGB on the other hand breaks the screen half shown / half black
Have you tried UnsafeAddOns=true in the games SpecialK.ini?
feeling bored, might try umamusume with renodx again
while I'm at it, I might try to find what shaders are making the UI brightness affect the 3D render
this isn't the shader that's causing the issues, but I just wanted to dump it because it's a bloom shader
ok it looks like the blur shader has already been upgraded
we have a copy shader
here is the copy shader
Seems to be UI? Not sure what I'm supposed to do with that
aw nvm, this maybe
I had tried to have a look at that game but I'm not even sure I got to the actual gameplay part
any part that has a 3D character is technically the "gameplay" part
a bit hard to get a screenshot of this (see white line in top of image), but in tainted grail fall of avalon, the borders freak out and flicker at max nits when youre within the menhir
especially bad within act 2 cuanatch at night
same issue with unity engine addon and the the specific tainted grail addon
here we go
Anyone tried Syberia Remastered ?
@main wharf some shaders for you, Egging On game
not tried unity engine in it tbf, it's dx11
I noticed this issue, came with a game update. I thought I fixed it though, iirc it is some UI
Oh, can you maybe try to set UI behaviour to clamp ?
Maybe this is what fixed it and I forgot to make it automatic for the game
Iirc it was some UI shader going mad with swapchain upgrade, I'll have a look after I update game
Oh thought there was an update and there was none, lemme check
just tried it unity engine in game and it does seem to work
In case of missing output shader, addon displays a red warning in its UI (things would look weird enough that you should notice anyway)
auto shader dump would be 👌
oh this is new... disabling DoF in touhou dystopian causes the view to clamp
I'll have to dump whatever is causing that to happen...
Yea iirc they use Beautify plugin
My bad I should have checked game settings I guess
ah dw about it 😅
I've only now just started to try and figure out how to make the gameplay smooth for me
Well I probably did, but with in mind the usual Unity post-processing stuff that changes shaders, so Bloom, Lens Dirt, Vignette, Film Grain, AA...
DoF doesn't usually cause permutation, with Unity's own post-processing that is.
But with Beautify plugin it does
v 1.0.2:
Added a Depth of Field toggle.
Ah, it wasn't there. Did they update demo
Nope
-# I think you should buy the full game it's that good
Maybe some day, but I already have a quite huge backlog of games I already own sooooooo
Also not much time to play these days, and I'm about to move/relocate. Might not even have any HDR screen for a bit until I settle
ah
as much as I'd recommend the steam deck, the game doesn't perform that well on the steam deck sadly 😔
damn I'm gonna have to dump that dofless shader because disabling dof makes the game feel so much smoother
It should be a Beautify one, quite long, probably last of multiple Beautify shaders
👍
do we still need to upgrade R11G11B10_FLOAT with Touhou Dystopian?
I think I only recommended it because I didn't realise a beautify shader was clamping the nits
Iirc it uses ACES approximation the same as Beat Saber so you may recognize those few lines inside that Beautify shader
I think so yea.
r11g11b10_float format doesn't really clamp highlights, it's only for bt2020 colors
It may also help with banding
As in, upgrading it may help with banding
I do notice that the game mostly sticks to BT 709, but when cranking saturation to max a tiny bit of the colours go to DCI-P3
And maybe improve color balance or something
Look at the CIE graph, not numbers
ah
I'll have to move the CIE graph to the right
wait
I can't move to the right can't I
With very small values there can be rounding errors and such, causing analysis to display a few 0.00 something % but CIE graph when increasing saturation is more obvious when colors hit the bt709 wall
alright yep you're right it's hitting the walls
alright I see that there's a shader that manages the chromatic aberration that isn't upgraded
How do you mean? I thought I added a slider for that
when dof is disabled
it's a separate shader that gets unloaded when DoF is enabled
is it normal for games to have a separate shader that's just a clone of another shader but with an effect removed?
Yea that's what I call shader permutations, no idea if that term is like... official or something
I can do that ty
So that one is the CA I see
ah, uhhh
CA without DoF enabled
I need to remember how I found the other shader
it seems that the tab with the floppy disk icon is not letting me go to the draws that use the shader
so I can't quick find the draws
maybe I'll have to update devkit incase it was a bug that has been fixed
There is nothing to upgrade there btw. It's just adding the slider really
ok its this one right?
I've actually got no idea what aces approx looks like because I haven't figured out how to connect VSCodium to a docker to build renodx 😓
or it could be this one
Wait I'm sorry
This is all
ah
I don't know why I remembered CA was its own shader for some reason
I had not scrolled down enough lmfao
I'll also have to get the perfect dodge / ultimate visual shader
Is that different from the LUT one I had added?
master spark
yeah
master spark uses the dodge
hold on lemme properly explain
the perfect dodge and the character's ultimates share the same shader
master spark is Marisa's ultimate
alright found the dash / ult shader
Do you have the reflection/name ?
I'm not sure what code clamps in here though... 🤔
all I know is that for some reason disabling this shader de-blurs the ult move that marisa does
unless it's the wrong shader
yeah it might be the wrong shader
no wait it seems to be the right one
@main wharf it might be harder for me to figure out until rendodx unity gets updated
What update do you need
this shader
cheers
Hope I didn't bork anything
ok so turns out that was the only shader that needed upgrading
ok there is some mild borkness
should be fixable though, I guess now that we know that only 1 shader needs to be upgraded
Yea will double check what I did there, went a bit fast over it copy-pasting what I had in other shader (dof enabled)
For test purpose that was enough, will clean and push to github
just for the hell of it I might try cloverpit with renodx
a game that really does not need HDR
(unless the HDR makes the game more addictive, therefore adding to the slot machine gameplay)
oh this is a d3d12 game
well, it still uses shader model 4
May be using d3d11on12 or something...
yeah there's a D3D12 folder
I recently pushed a change to make proxy compatible with this
oh I just forced Dx11
It doesn't seem to work in every game, but proxy is basically the only thing that seems to miss in the few "dx12" games I tried, since shaders/sliders already work
but I might try dx12
oh
nvm it launches dx11 by default
dx12 must be optional
alright this is gonna be one of those games where you gotta reaallllyyy think about what to upgrade because of how simplistic it is
Oh, this is in a bunch of dx11 games yea, I dunno, don't trust this folder to guess game's API I guess
surprisingly some parts of the unity addon upgrade some of the shaders in this
however it does hard clamp at 202
probably from the really subtle CRT shader
and ps1 styled post processing
Yea or render could be down sampled or something
I've seen a few "old-school" games render at a smaller resolution so maybe it needs "Any Size" upgrade, likely on rgba8_typeless
looks to be natively sampled to me, with an option in the menu to downsample it
Oh yea this one would clamp indeed I think
Goes into srgb to do some stuff, then saturate() and back to linear at the end
Yea I dunno, maybe I'm biased because I'm so used to it but using devkit doesn't seem that bad to me.
I mentionned already I can't just copy UE addon lutbuilder auto dump as Unity and Unity addon are more complex and require more work.
For a while now, it is mostly output shaders that are missing/added to the mod, not lutbuilders.
auto dump isn't as good as you think 😬
oh I was just about to say what voosh already said
sure it is, anything that allows me to be lazy and not have to think about loading renodx devkit is good 🙂
it's gonna dump everything lol
even the material shaders
well it can be made to only dump what's needed 😉
like the unreal lut_builder_new type stuff

uhhh
people create custom lut builder shaders with custom names
unity lets you use custom shaders
1 man's lut_builder may be another man's shitty_ass_colorinator
alright still messing around with umamusme
it has a DoF shader
Gallop/ImageEffects/Rich/PostDofBloom_Rich
alright so the UI thing...
what's weird is that the brightness is only affected when you lower the UI brightness, not raise
oh
there's also chromatic abberation awesome
Gallop/ImageEffects/ChromaticAberration
Gallop/ImageEffects/FlipScreen
only other one I can think of that could be causing the weird UI problem is
Gallop/UI/SimpleCopy
it could be misnamed shader tho
Game is f2p, I'll have a look again eventually, but I already did and iirc couldn't figure what was going on
i cant change those two
the scaling offset and tomemap offest cant be moved from 0, what am i doing wrong
uhhhh, for some reason it started working
after alt tabbing i think
Sliders are locked if corresponding functionnality is not available, which I thought was a good idea.
I'd have to check the game, it is possible offsets only unlock after game is fully booted and are not available in title menu or something.
Once set, they are still saved and will be active whenever available so the slider lock won't mess with that. Also unlike resources upgrades, these don't require a game reboot to take effect.
Yeah that may have been it, loading into the full game vs being on just the main menu
yep, retested, that was it
Iirc sliders should say something like "locked if unavailable" on hover. I'll try to rephrase these descriptions to make things a bit clearer
Or maybe I'll just unlock them all the time if I can find another way to indicate their availability
I feel it's important for user to know slider is not gonna do anything to avoid confusion/losing time messing with not-working sliders
But then I understand that in this case, it's a bit dumb having to fully boot the game to set these, even if it's only "set once and forget"
Ultimately, these can be automated by adding a rule for the game like there are already a few
I mean these games default settings.
Similar to Unreal Engine addon, adding a rule for pillars of eternity exe would set everything automatically on first boot (swapchain proxy and encoding, offsets, and any extra resource upgrade required)
how do i confirm whether this addon is working properly hm
in lethal
Using liliums shader?
Uh, if there's HDR and things don't look broken, I'd say it works.
Lilium's analysis shader is a great help indeed especially with stuff like bt709 clamp (usually solved by upgrading r11g11b10_float)
Using sliders is another way to find out. If they all work properly and as expected, it's usually a good sign
alr
my effects die but the sliders seem to work
If it doesn't work ReShade.log will say that addon was not loaded because addon API version or something
Effects also have ReShade version requirement. You can hover the effect that failed to compile in the list to see what the issue is
oh
Okay wait
Oof, dunno about this.
Unless maybe if you're using REST ?
I think having REST enabled can cause some effects to fail compilation
wats REST an effect?
iam injecting reshade addon through SK atm
ReshadeEffectShaderToggler
but everything else seems to be fine
Ah
I know
Try to disable SpecialK addon in ReShade
wouldnt tht result in SK not injecting reshade hm?
No
I'm not sure what the addon does to be honest
But afaik it's not needed for SK to inject ReShade
RenoDX you mean?
Oh, I guess I never used SK that way...
I just know that unless I disable SK addon in ReShade, I can't get Lilium's Analysis to work
There is https://github.com/clshortfuse/renodx/wiki/Guide:-Using-Special-K-with-RenoDX
Maybe try a different method or something I'm not sure really
Hm ic
I can try injecting ReShade locally but it might not work cos iam using mods
Anyone else not able to download the pinned snapshot build?
Btw most games I tried recently work perfectly with latest builds, some need some messing around but eventually I got it all working.
You should totally try the game Slots & Daggers if you have a high nit display, the specular effect on 2000 nits hits insane in this game, it's so perfect for shiny slot machine effects, the dev probably never intended/expected to look this good in HDR
It should look good without clipping on HDR1000 mode monitors too because most of the game's UI is very dark and highlights really pop so you won't be hitting the ABL/outside EOTF curve it's perfect for it
tried using the addon in lumines, doesn't seem to work fully
lemme see if I can figure out the missing shader
Sure that's Unity ? Doesn't look like it from game files list
Oh right, I wasn't looking at "Arise" one, just Lumines
oh, yeah sorry lol
this is from the same devs as tetris effect
yep, missing lutbuilder
from the devs for the game
if they're responsive on era, I may try to point them toward hdr den in the event that they change their mind
to save you a smidge of trouble lol
Can give that a try
ACES 
@main wharf did you push a commit with this lutbuilder btw?
I want to mention that it works in this era thread
Will do in a bit
game also benefits from 11 bit upgrades
would you want the application name for preconfigured settings or anything?
I usually get these from steamdb, but I don't know if I wanna add all games
Well I don't know if it has any impact apart from making addon.cpp huge
If not I guess I don't mind
so if I'm at the mode selection screen in this, it shows renodrt danielle/reinhard, and when I get to the game it shows hermite spline
I guess they don't use ACES in-game, only in menu..? Or you've found a bug
adding this one lutbuilder made the menu HDR as well, so it should be the same one
yeah it is
It's same lutbuilder in-game?
I don't see lutbuilder in this
I cut it off
Yea they're probably not always using ACES
a bit awkward for picking settings
Thooo, they could be using a plugin or something for tonemapping here. It would be clamped
why do you use different tonemappers?
Because game uses different tonemapper..?
ACES makes no sense imo if game doesn't use ACES
sorry I meant like, different renodrt configurations
So it's not offered unless game uses ACES
Question is why game sometimes tonemaps and sometimes just clips
yeah lol
Especially with a very not neutral tonemapper
Honestly I feel ACES is legit just picked as a color grading template somehow
Like one would pick some premade LUT or something
I guess the part of the game where it goes away makes a little bit of sense
it is a bit weird that reinhard becomes dice in a situation like this though, but I doubt this comes up much
Yea that's arbitrary
I mean, I see no reason to change tonemapper in the first place
Default one will always fit whatever situation presents
Well, in theory anyway
yeah it works fine, literally only noticed cause I was looking at the menu
I get your feedback tho. Didn't really face that situation as I just leave default tonemapper anyway, and would adjust grading if I need which should be consistent even when tonemapper changes
I can think of a couple ways to deal with that:
- duplicate sliders
- store sliders value when tonemapper changes, revert when it changes back or something
Duplicate sliders is lazy af but at least I should be able to make that work, which isn't sure for the other 
it's really cool how robust this addon is btw
first chance I've had to really try it out
Until it breaks xD
lol well
Pushed, should be done in an hour or so
How much work is that really? Is it a justified excuse for them or is this ignorance out of lack of knowledge? How much work was it for you guys to fix this, but considering it was built upon already established universal mod framework we're using, what if you had to do it from scratch? What would be your message to the devs?
Would be a good bit of work if they don’t know what they’re doing. A major part of why we can do things so quick is also that the renodx codebase is well designed.
But really it’s just a knowledge issue
So in a way saying "were a small team" also means we don't know how to do it properly/effeciently
They had hdr in Tetris effect cause unreal engine supported it, and they don’t here cause Unity doesn’t do it for them.
Right, because in unreal a lot of things like that are quite simple to "just enable" but so many unreal engine games ship with broken HDR because "they just enable it"
Yea from what I gather they're using URP (Universal Pipeline).
And afaik, only HDRP (HDR Pipeline...) has "built-in/ready-to-use" HDR output support, or at least so was it last time I checked
Was HDR in tetris effect even good/correct?
I think it had the usual issues?
Think it only really suffers from gamma mismatch though
I’d have to check again to be sure
So they "just enabled it" and called it their game has "HDR support". But now that they can't do that in unity, it's a "small team problem". Got it
It makes sense but it’s also annoying. They can’t simply choose to do everything they could ever dream of technically.
So basically they don't know how, can't blame but it's an industry wide problem
But knowing that it could be done in an afternoon 😅
Yeah exactly that's what's bothering me. So its not a small team problem, it's a we don't know how to do it problem
@main wharf lumines actually is only using aces sometimes in gameplay. It seems like you're right about ACES being used almost like color grading. Baffling really
somehow the funny communism game (Disco Elysium) pulled it off though
It does feel like this sometimes... Found one game that uses ACES only if Bloom is enabled, as if they're using it to offset black raise from wide bloom. Bloom disabled? Just clips.
There are a few games that use ACES with high settings, and Unity Neutral with low settings.
'Tis what it is, I can't even judge, I had never heard of tonemapping before I started RenoDX...
Lemme know if you got more info about RenoDX sliders' behavior, or anything else I can improve
Sorry, I just click the link to download it and nothing happens. All other downloads on the server work fine.
all gravy though i can just grab it off of your github page. 🙂
Well snapshot links are from github already. But yea I think there's a release section now, with latest and previous builds.
It's all automated and I'm not entitely familiar with how it works yet, lemme see
Not sure if that's any different from the pinned snapshot links:
http://notvoosh.github.io/renodx-unity/renodx-unityengine.addon64
http://notvoosh.github.io/renodx-unity/renodx-unityengine.addon32
I think it should be the same
Did you make any major changes during the last week? Im still using the Nov 3rd build
Nothing I would call major change, mainly increased compatibility and bugfixes.
I still strongly advise to keep .addon file in one single place and either use symlink or tell ReShade to load addons from there.
Makes it way easier to update especially if you have multiple Unity games installed.
I'm busy with other stuff lately, so as far as addon goes I'm just slowly updating games status to ✅ on wiki after I check I did not break anything.
Also been adding stuff to the pinned to-do list as I get ideas/find issues so I can come back to that later when I get more time.
Yeah it has come to the point I should start doing the linking thing
Basically when installing a new game, instead of: right click addon copy, right click in game folder paste.
It's the exact same steps with "pick link source" instead of copy and "drop as..." instead of paste
I think some .bat file script would also work
Symlink script (suggested, not mandatory)
To do once:
- download .addon64 and .addon32, store in some centralized folder.
- download attached script, if needed edit with text editor to replace
%userprofile%\Downloadsin first line with above's folder path (default is Windows' Downloads folder).
To repeat once per game: - (install reshade with full add-on support)
- copy script file inside game folder, run it, file self deletes after symlink is done
Benefits:
- disk space (addon is only stored once)
- easy update (only centralized folder's .addon64 and .addon32 have to be replaced with most recent)
Alternatives:
- use @haughty dock's more advanced [script](#1413695723404398674 message) that also handles ReShade install
- use https://schinagl.priv.at/nt/hardlinkshellext/linkshellextension.html instead of script to similarly symlink addon files
- or instead of symlink, set ReShade to load addons from centralized folder, either in Addons tab in-game or in ReShade.ini:
[ADDON]
AddonPath=C:\path\to\unity\addons\folder
- or instead use SpecialK/SKIF (see method 2 alternate in wiki guide)
SpecialK/SKIF is probably an alternative, I have yet to use it to load ReShade and addons but afaik it also supports centralized stuff
SK is really finnicky when renodx needs to upgrade the swapchain
Somehow I've had no issue, I even rely on SK for Titanfall 2's RenoDX since RenoDX alone causes a black screen in main menu.
Fwiw I do use the very oldschool local install, both SK and ReShade, dunno if that makes any difference, I'd assume so
you just gave me an idea....
I'm gonna change my renodx install script to work with a central location and symlink out
Ya, symlinking renodx\build\Release\game.addon is very comfy when working on a mod and recompiling often
yeah that's what I do for dev
Epic giving away another couple Unity games, yummy free modding material
Aw, online... uhm
Denuvo Anti-Cheat
Woof
Oh, makes me think, I haven't tried ReShade in The Finals since they switched their AC
Ugh doubt this'll work
Nope
8 seasons, 90 patches, no HDR 
I haven't bothered with symlinking, yet. But @surreal haven put together a guide for it as well in Ultra+ server automating copy/paste process as well, or well, less tedious with QuickPasta.
https://discord.com/channels/1296187754979528747/1437143396107026472 if you want to check it out
I spent entirely too much time on this cause bat syntax kicks my ass, but here's a pretty fully featured script that centralizes reshade and the addon file and handles updates and deployment to a specified directory. It auto elevates for symlinks and everything.
Super easy to change this for the unreal addon as well, it's just changing a couple variables at the top
@main wharf ^
can also work as a localized installer by changing a variable to false
realizing I haven't tested that yet....
works but doesn't clean up the 32 bit reshade dll lol
okay now both paths fully work
it's lacking in error handling so just don't do anything wrong 
Cloverpit is still capped at 202 nits 🤔
oh my god it's in dx12 now
luckily -force-d3d11 works
(however it doesn't fix the game still being capped at 202 nits)
I think one more effect needs to be upgraded
although I think d3d12 actually does work perfectly with renodx unity, all d3d12 seems to be doing is hiding the reflection
Custom/CustomCrtShader
as long as the addon has the cbuffer stuff setup right, it should work as long as the shaders are the same
Did you grab latest snapshot..? I'm pretty sure you already sent this shader and I already added it
Or did I forget to remove saturate 
Ugh, nvm, can't find it... Will add it again, probably did a oopsie
Ah, I remember now, I didn't add the CRT one, ony PS1PostProcessing
Didn't see anything clamping in Crt one
you added the ps1 shader but not the crt shader
I just dumped whatever paused the rendering when disabled
I can't see any clamping code in crt shader, I may be missing something but I don't see anything I can edit there so I don't have a reason to add it
Maybe it's clamped by resource format?
I'd have to check game
Maybe some weird resolution stuff like game renders in smaller resolution or something I'm not sure
In which case changing RGBA8_typeless to Any Size should do.
Or if game uses FSR1/RCAS, it usually comes with R10G10B10A2_typeless upgrade required
changing it to any size doesn't work...
It has a demo, lemme see if that was updated
and I don't think it uses FSR1/RCAS either
Only missing latest patch it seems... Should be fine I'll check that
it has a copy shader
Yea these are no issue
Seems it's using lutbuilder, probably uber too so that's Unity's usual post-processing
Assuming these shaders are already in addon, anything below is likely to be the issue
okay
I just realised that what's going on is that it's just naturally dark
entering the slot machine boosts the brightness from 203 to 250
Btw if you raise Highlights/contrast does it go above 203?
yep
I'm too used to most games just becoming REALLY unlocked once they're in HDR
Right, so maybe game is just dim? Kinda looks like it from the pics tbh
I'm still installing demo so I check when I get time
But yea, I may not be able to do anything here
If "FakeHDR Boost" is available in Effects you can try that, eventually combined with Highlights and/or Contrast
Maybe some of the winning animations or something, but yea environment looks pretty dim
that goes to 250 so it does work
I'll actually have to play the game a bit
There seems to be some Bloom, which is likely contributing to getting above sdr/203. Maybe all highlights are fake from bloom 
I don't notice any bloom with renodx which is weird
or maybe I just don't notice the bloom
Nah maybe I'm imagining that xD
I see some kind of blurry halo there, it's from steam page not the game
yeah looks like the game doesn't go brighter than 250 nits lol
I think I should've recorded this in AV1 😓
There's a slight chance it's still clamped somewhere, maybe before post-processing (?). I'll have to check demo to be sure.
super jackpot allowed the game to go up to 461 nits
Working very nice in Egging On 
Surprisingly, it's the first time I find myself wanting/needing to lower Highlights to 40 so some sunlit objects don't lose details and be too bright (like the henhouse at the beginning) but it just works ™
You can try to increase clipping value in this case. Default may be too low if game gets very bright.
ok so I just realised I've been having a wild goose chase with beat saber shaders
have I posted this one yet?
Hidden/MainEffect
disabling it freezes the render
looks like this in D3D Shader Disassembler
Did you try to edit it?
not yet
Any benefit? I guess removing that saturate() towards the end maybe
I'll give it a shot
oh, getting rid of the saturate does make the lights brighter
and allows the image to reach the maximum nits a lot quicker
Ok good thanks, I can add this. Uhm, I can't remember, are game/UI brightness already working?
If not, maybe this shader can be used? Ideally it would be in the latest draws before UI (assuming UI draws last)
the game/UI brightness doesn't work for me, even when using swapchain proxy iirc
UI brightness affects the game brightness, game brightness does nothing
Yea so it's just missing, there is no game brightness application. Maybe I can add it in this shader you've just sent
Can try this 🙈
I'll give it a shot later
eyy it works
Basically what it says, one shader is missing, hence output being broken: set LUT Shaper to Vanilla for correct output.
Then it depends on the game whether Vanilla shaper supports HDR or not.
Ultimately best would be to add output shader to the addon. For now addon doesn't have shaders dumping functionnality, but you can use devkit.
If game is free-to-play or has an available demo, I (or anyone else) can also have a quick look and add missing shader
I think by "LUT Shaper", you mean "Tone Mapper"? since it's the only setting I found that kinda fixes the issue (when set to Vanilla)
it's Escape Simulator 2, it's has a demo on steam!
I meant Lut Shaper, and so does the warning.
Though if Tone Mapper other than vanilla also looks broken, there may be another issue. Could be a bug, could be some shader with unsafe maths.
There's a chance it depends on game settings (FSR1 most notably).
Aye will have a look
I fixed it up and added more features (that nobody will likely need)
Centralized Unity RenoDX Installation Script
I had apparently not tested the old script with a space in the path which made me realize I forgot a few quotation marks
just like tetris effect, lumines arise is a hell of an HDR experience.
shame I'm ass at lumines
Was impressed too but damn do I suck at it lmao
stlll haven't cleared the first set of stages on normal 😭
it's my first time playing lumines but still feels bad
Thx i should use this for unity n unreal renodx
I don't think this will change much
In Monsters are Coming! Rock & Road, gather what resources you can to defend an ever-moving city. Are you ready to take on a never-ending army of darkness in a tower-survivor, action-rogue-lite on wheels?
- Fortify: The city must endure! Choose from a selection of town halls, place towers and create your own builds to maximise destructi…
$8.09
Any chance someone could look into this game? (It has a demo)
UI brightness works but game is clamped
Wait I think I got it working switching to PQ Lut shaper and upgrading everything R8G8B8A8 to any size
Hmm still not perfect
And some parts of UI are seen as game, like this here;
Check if offsets are available in compatibility section, maybe a different value will properly separate UI
I posted my responses to #💬lounge by mistake 😭
This should work
Thank you so much for your work 🙏 I'll test it as soon as I can
did you figure this out? its on gamepass now so im playing it
it's a naturally dark game
it's perfect!!! I'm so happy i'm tearing up again 😭 😭 😭
sigh
I am playing horse game yet again
Gallop/ImageEffects/Rich/PostBloom_Rich
this one freezes 3D rendering when disabled
currently actual gameplay is capped to 202 nits, but it looks more like an artificial cap than it naturally being 202 nits
the game has VERY subtle bloom effects, which makes me wonder if that could be added to renodx settings
oh
OH I just realised
umamusume requires any size for resource upgrades
yeah any size also fixes the UI brightness issue
also I'd have to check if the shading highlights are fixed, I think umamusume recently updated the unity version to be the same as the JP version
so I think it uses unity 2022 now?
ok shading is still a little scuffed, and I'm wondering if it's the same scenario as audiosurf 2 where the material needs a saturate added to it
ooo there's a colour corrector in the shader that when disabled makes the backgrounds look nicer
yeah I think the hair shader will have to be modified
somehow the hair shader refuses to load unmodified wtf
sometimes (honestly not that uncommon) 3dm has a bad decomp
even if it compiles, the code is fucked
do you use displaycommander
no i saw some green artifacts from someone using it the other day
so was just checking
if this could get decompiled properly where it doesn't break then I could modify it
I'll try doing it the long way
hmm nope, still broken
this is the D3D shader disassembler output
seems to be triggered by w1.xzz
which is only referenced once?
oh
okay so it's line 65
alright so the shader loads...
wait, replacing w1.xzz on line 235 with r1.xzz "fixes" it
and changing line 235 to r0.xyz = saturate(r1.xzz * r0.xyz + cb0[6].xyz); fixes the hair highlights going green
ah, looks like it's all the fault of the fastbloom shader
which is... quite simple
single line fix for Gallop/ImageEffects/FastBloom
oh this promises to be good
Gallop/ImageEffects/ColorCorrectionCurvesSimple is responsible for capping the live performances to paper white
ooo, it might be multiple shaders for different concerts
yeah it seems it is
Gallop/ImageEffects/ChromaticAberration
disabling this uncaps the image sometimes
Yeaaa this looks like one effect or blend doesn't like values beyond 0-1 range.
I guess Any Size upgrade makes sense since game uses weird resolution iirc, dunno if it's because it's a phone game or just the fact there's always part of the screen that's just UI, so render isn't output size nor ratio.
I'll have another look eventually, first time I checked I was stuck in long tutorial where I can basically only click where game tells me to click, super annoying, just gave up at some point as I still wasn't able to get a capture from the actual game.
This shader wouldn't clamp for sure. I think I mentionned already that the "Draw" button can affect more that one shader somehow.
In this case I'd guess either ChromaticAberration shader samples the output of a clamping effect, or is followed by a clamping effect, so disabling CA draw also skips the other effect.
This does clamp indeed (color grading/strip LUT), and maybe could generate bad colors as you saw with the hair, to be confirmed I can't remember right now
playing total chaos now, it works at the start, but I found a missing output shader. Haven't dumped it yet, but I can get it for you later
@main wharf uber from Total Chaos
Aye thanks, here shud be gud.
Also @sweet spindle, hopefully this was the same missing shader
If anyone's curious I used Jon's script installer for Moonlighter 2 and everything seems to be working.
hi @main wharf, LUT dump for the new game Morsels. It would look amazing in HDR. Hopefully it can be added to the mod. Thank you.
can't make it works for me. renodx launches but i can't find the settings to enable hdr
Odd, I didn't have to do anything, only bug I really saw was like Hades HDR where the UI brightness slider affected everything. Not sure highlights were totally correct but I still found it looked better than SDR.
I came across this odd behaviour in Dark Light: Survivor (demo), the add-on is working but some assets get crushed into black (more so with Hermite mapper than others)
It's not a big deal but I wonder what is causing this?
It is however just a very early in development demo tho
Very very cool survivor like tho I'm excited for it
not an issue during gameplay tho
you can play it both top-down and bts. atmosphere is heavy on steampunky elden ring. very cool
Probably too early to bother fixing it since it's not even in EA yet, but I'll keep an eye on it
messed around with it some more, idk what i did but it's mostly gone with frostbite mapper now
super weird why is it doing that
but eh, could be just demo build issues
ha, I got it!
interal lut strength to 0 gets rid of it
why would internal lut be doing this?
This used to happen with umamusume pretty derby but not anymore
Any warning in addon? Unless some output shader is missing,
my guess is a shader with unsafe maths after post-processing/LUT.
In linear bt709 space, WCG is represented by negative values, which are usually deleted in SDR. Some shader code doesn't work with negative input, has to be adjusted or it returns NaNs values (=> glitchy visuals).
In this case I assume internal LUT increases saturation beyond bt709 space, hence why it seems to cause the visual issues, but it's likely some other code breaking with WCG.
No warnings
"unsafe math" is certainly one of the things I didn't expect to learn today
I'm not sure if that's official wording lol
Some shader instructions/functions are not meant to receive negative values, and output NaN in this case (Not A Number, which can look like those black artifacts but not only)
In SDR, it is possible NaNs are generated aswell, but they are usually stripped anyway by resource format (RGBA8_UNORM, RGBA8_TYPELESS) for which stored values are also limited to 0-1 range.
RenoDX upgrades these resources to RGBA16_FLOAT to allow values beyond 0-1 range which matter in HDR (linear, not encoded). As a side effect, format also retains NaNs. To find and fix or work around things that break with resources upgrades is usually part of RenoDX making 😅
I see. Had to read about 10 times but it's starting to make some sense now 
How does a float value beyond 0-1... even look like?
Uuuh, well negatives are below 0, and any number above 1 is... above 1
SDR is limited to 0-1, not HDR.
"Game Brightness" corresponds to the value SDR's 1 is mapped to. So with default 203 nits, the "SDR part of HDR" is 0-203 nits. Anything above 203 means value originally is above 1 (before Game Brightness scaling is applied).
another request to be added to the mod, new indie metroidvania "Constance". Thank you.
Yup' sqrt is the culprit. "CustomBlendEffect", something they do with UI I guess. Should be easy to fix, I think
(square root)
I would also have a request for another metroidvania (I can dump the missing shaders) but I'm not sure if it matters if its an in-development demo or not
As its still far from release but it's another one of those where HDR could look incredible but it's in a completely broken state atm
I do add some demos shaders, I leave a comment inside with game's name so if shaders are different when game releases I can delete old ones
If you don't wanna bother with the dump, feel free to just gimme name and I'll have a look. Assuming demo is available
Alright I'll make the dump if that's all you need, I'm curious how it will look because even with autohdr it looks all wrong
^
Oh yes of course heres the link
Kotama and Academy Citadel is a 3D Metroidvania game where players embody a mysterious yet charming girl to explore the labyrinthine "Carmel Academy Citadel." Embark on a witty, vibrant, and adrenaline-fueled journey to claim the title of [Carmel Star].
…
Coming soon
Seeing this beautiful art clamped to sdr just hurts me
Thank you for the dumps! Added shaders for both Constance and Morsels in this, gonna push later or tomorrow to github
^ Dark Light: Survivor demo NaNs should be fixed in this
Oh damn that was fast. Thanks for the update. I can't even comprehend how are you able to "squeeze" all these adjustments in the main build
Done for today, gonna check that one demo later
I don't quite understand most of it either to be honest. In fact if it wasn't for @crimson spear saving the addon about 3 times, it wouldn't exist 😅
thank you so much 🥳
@main wharf any chance you could double check if the pq encoding is right in this uber shader? Not sure what else the issue would be
uber you added on left vs the other uber shader that was already in the mod
it looks right with vanilla encoding
@main wharf Can you help me with Tales of Xillia support?
The addon says that Missing Output Shader so I post the Uberpost
Thanks a lot 🙏
Uhm, code seems fine to me. I actually took one of the old shaders as example to edit new one to be sure I didn't mess anything up
Any chance there are two uber shaders running ? I think in that case, the missing shader warning would only show if both are missing.
iirc demo had something like that going on sometimes. Usually selecting the lut resource in devkit shows 2 draws in History, eventually it becomes 4 at times. Can be twice same lutbuilder same uber, or different builder same uber, or same builder different uber or different permutations for both builder and uber... Fun stuff
Here maybe
yes its amazing!
I should be able to make warning take into account multiple draws I think, will try that when I get the chance.
Until some day maybe this is all replaced by auto-dump button
I didn’t know that could happen lol. I’ll check
doesn't seem like it's 2 ubers. Idk what's goin on with it tbh
maybe check if the lutbuilder is right?
0x995B320A
already in the mod
it's oversaturated unless I switch to vanilla encoding
Oh lol, that's a different one from demo 0x425A05B0
Demo was 2D, that new one is 3D
I don't think there's any issue here. But I'm thinking if there is one 2D (usually 1024x32) and one 3D (maybe 33x33x33) then maybe they wouldn't use the same resource so finding them using resource History in devkit wouldn't work in this case. Theoretically speaking anyway, I haven't seen that yet
Aw yea lutbuilder is arri c1000 log decoding and the uber you sent is srgb encoding, something there is dodgy
sounds like it might be some bullshit we can't really replicate....
not in a generic mod where other games/shaders may use it correctly
Dunno, maybe there are two different lutbuilders and ubers drawing same time?
And addon would have 3 / 4 shaders
Eh I'm tempted to just grab the game, gonna play it at some point anyway
Bcoz I doubt there is such a mismatch
There are definitely multiple Ubers I just don’t see them at the same time
Is there a demo?
Also game is pretty cool btw
There was like 9 months ago, wasn't updated
Yea I enjoyed the vibe and I'm not usually much into slower-paced horror-based kind of game
@main wharf how do you distinguish between a notonemap and a neutral lutbuilder
Endfield Beta is soon out, we hab access to the main menu. Game gibs use two API choices, VK or DX11.
We can't do Vulkan for Endfield since we're doing SDR path (VK doesnt support resource upgrades and swapchain) ~~ VK is just ass~~
The other option is DX11
Game doesn't seem to be as custom as we thought looking into the shaders, Spiwar already slopped out an addon by adjusting the shaders but not LUTbuilder (we dont have access to in-game though so it might change)
Unity add-on with some custom stuff will probably work better than starting on it with generic addon
you saying that in the channel with no context

Uuuuh... No tonemap builder only has grading ops.
Corresponding Neutral or ACES or Custom Tonemap would have HDR grading ops followed by tonemap followed by SDR grading if any.
In practice I just scroll down asm in devkit and recognize number/patterns
Unity Neutral is in tonemap.hlsl, looks like this
Right i was trying to look at your patched lutbuilder and both look kinda the same other than the end
Yeaaa depends on pipeline, basically most recent builders have all HDR grading, so tonemap literally is the latest step in lutbuilder
Well if there's any, no tonemap just does max(0 after grading
this should be a neutral one right
Nah, no tonemap in here I think
There is FastTonemap and FastTonemapInvert at the end, this is only to wrap the curves sampling that only inputs and outputs 0-1 range
Looks like... LutBuilderHdr.. ?
yeah
We had source this entire time

