#Unity Engine

1 messages · Page 4 of 1

fiery vapor
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I'll test with classic

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oh my internet is being unhappy nice

main wharf
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Next build will have FakeHDR Boost slider available under Effects, in games with originally no tonemapper that is.

fiery vapor
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ah
anyways, adding saturate makes the effects less intense

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this then becomes a problem because if you increase the intensity it starts to look buggy

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so I feel like the solution would be to clamp the shader then ITM it

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(using renodx's itm ability of course)

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actually can renodx do ITM on a per shader basis?

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I feel like I'm hallucinating

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@desert herald does renodx have the ability to add ITM to select shaders?

main wharf
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Well yea probably, wouldn't you just run ITM code in the one shader you want to ITM?

fiery vapor
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huh, good point

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anyways, while the rocket flames have been fixed, they're not very bright

desert herald
fiery vapor
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boost highlights?

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as long as it doesn't touch the tone mapping

fiery vapor
delicate orchid
main wharf
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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

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Wait, maybe can force dx11 🤔

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Yea that works, and everything good. Ugh.

main wharf
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Even resources upgrades work on dx12, it's really just proxy...

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Wait, what if the issue is dx12 proxy..? mmmh

nope, dx11 one also crashes.

ebon mauve
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When using this addon in House flipper 2 it corrupts most in-game images, is that common?

ebon mauve
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Like this (nvm the incorrect HDR colors). The image is just replaced by colored static

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This also includes things like paintings in-game :(

I'd appreciate any help with this! <3

main wharf
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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.

ebon mauve
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The game uses dlss with a ratio below 100%, I should use output ratio then, right?

main wharf
ebon mauve
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no change on either output ratio nor output size 😔

main wharf
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Mmmh that is odd, I'll have a look thanks

ebon mauve
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these are the settings I use. Just for future reference, everything else is default

main wharf
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Yea these should be fine. Might be something I changed in the addon

ebon mauve
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Okay! I haven't tried any older versions or anything, so I have no idea if this worked in the past

acoustic tendon
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does shadow tactics: blades of the shogun work with this?

acoustic tendon
main wharf
last nexus
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@main wharf i think is time u replace discord link with snapshots some old timers struggle to link the discord button to the links

main wharf
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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 kekwsit

main wharf
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Yaaaaay, this I believe, let's see

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Omg. Seems to be good now..?

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Yea, even with Any Size upgrades 🙈

main wharf
main wharf
main wharf
# 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))
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Nothing else, well this seems like the relevant part to me anyway 😅

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That's with generic addon btw

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All default, no upgrades but HDR10 swapchain (proxy)

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Also happens without using proxy, and with scRGB (with Unity addon)

desert herald
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i guess...

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add case reshade::api::format::r32g32b32a32_typeless: in utils::resource::IsCompressible

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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:
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i'm going to guess there's some implicit type, shouldn't really be typeless

main wharf
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And no more mismatch in log!

ebon mauve
storm vapor
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any idea why is this game washed out? (escape simulator 2)

main wharf
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Not sure, could be:
-missing shader (lutbuilder)
-need to set game to borderless fullscreen or enable Swapchain Proxy
-FSR1 compatibility thing

main wharf
storm vapor
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that build fixed it, thanks!
p.s. I had to delete my old ReShade.ini file as well

SDR / RenoDX

main wharf
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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.

woven crag
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Why do so many of these unity games use FSR1?

junior river
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easy to implement

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(available via Unity)

paper sandal
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what if the game clamped at 203 nits with this addon?

main wharf
paper sandal
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yeah, sidera are working but peak brightness is not

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the game is Olden era demo

main wharf
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Mmh, I thought this worked 😒

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Missing upgrade maybe?

paper sandal
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tried all upgrades

main wharf
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Well this, linked in pinned message*

paper sandal
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yeah

main wharf
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I'll have a look

paper sandal
main wharf
# paper sandal

Please send ReShade.log, hopefully will hint at what's going on

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Game isn't the brightest out there, but demo seems unclamped here

paper sandal
main wharf
# paper sandal

Oh, is game set to (exclusive) fullscreen maybe?
Should be windowed or borderless

paper sandal
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let me check

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no, it was borderless windowed

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maybe some setting is wrong in reno

main wharf
paper sandal
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what should I set

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right now R11G11B10_float is any size

main wharf
main wharf
paper sandal
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hmm, seem like its works now

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600-700 nit

main wharf
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Yea game doesn't get quite bright, with camera being top-down or side (during fights), it's mainly the effects

paper sandal
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yeah, overall it's not so bright

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game brightness slider kinda helps

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thanks anyway!

glacial plank
#

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…

Release Date

To be announced

▶ Play video
main wharf
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art of rally 2

haughty dock
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now I'm realizing I'd play a dirt rally roguelike

fiery vapor
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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?
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-# I STILL need to setup renodx git on linux

main wharf
woven crag
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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

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I know it was some other engine before they ported the code but looking at game files it does look like unity

lapis schooner
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if only there was a website that could tell you what game engine is used for a game

main wharf
lapis schooner
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Unity engine build: 6000.0.58f2

main wharf
woven crag
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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

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You think that could help? I'll play around with it some more

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Again it's no big deal game is totally fine in SDR I'm just messing with it for fun

main wharf
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It would help the washed out I think, it's what Compatibility options are for.

woven crag
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I think I tried some of it but I'll try some more

main wharf
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Addon tries to detect and set that automatically so you shouldn't have to bother about it in most games.

woven crag
main wharf
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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

lapis schooner
woven crag
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I was looking there too I couldn't find the info maybe I should check my eyes despairge

lapis schooner
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small note next to the engine bit 😛

main wharf
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Iirc it doesn't have any kind of post-processing, just draws everything raw.

Game probably is unclamped with just resources upgrades

main wharf
woven crag
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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

main wharf
woven crag
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Interesting. I'll try to play around with that. Always excited to just learn more

rocky steppe
lapis schooner
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and clarified pcgw like a few lines below that

rocky steppe
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Ait sorry wasn’t sure

kind kernel
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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

glacial plank
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might have 2 addons installed

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or if loading through sk its loading one you have installed in an sk folder

main wharf
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Mmh, this may change between title menu and actual in-game ?

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As in it is possible options change depending the situation/game.
But same situation should have same settings after a reboot.

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It doesn't change that default tonemapper should be the preferred option, even after it changes

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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

kind kernel
uneven sluice
#

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.…

Price

$18.49

Recommendations

5464

▶ Play video
main wharf
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Cheers, was gonna have a look at that

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Yup', lutbuilder is already in addon but output/uber shader is missing, I can add these.

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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;

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Anyway just something I noticed, not an issue afaik it does the same thing as written the more usual way

main wharf
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@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.

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Game looks very flat, even fire/shots vfx.
Addon has an AutoHDR slider under Effects thanks to @haughty dock, may be helpful there.

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Like, I don't think this is clipping or anything, just looks like firing shotgun is a paint blob

keen lintel
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yeah i would assume most things to not get affected but i would expect things like these portals here to be affeccted or something

main wharf
keen lintel
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peak brightness slider does not affect it

main wharf
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Well yea, it would only if there is something that reaches peak

keen lintel
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ah but highlight does affect it along with skin

main wharf
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I see. I'll download demo check if maybe they clip before post-processing and there is some more to salvage.

main wharf
keen lintel
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with these settings in this area it seems not so terrible. The moon is ~750 nits while hands are not as bright around 250

pulsar plinth
#

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?

main wharf
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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.

warm geyser
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[flatten] compiles code as bools

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and 3dm's decompiler uses cmp() for bools

junior river
#

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…

Release Date

Feb 5, 2026

▶ Play video
#

By the devs that made Battle Brothers and has a demo

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seems like a decent xcom like

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DX12 noooo

main wharf
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That folder is there in a bunch of games, there's just one .dll inside and games still run dx11

junior river
#

Addon works

main wharf
#

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 kekwsit

junior river
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ahhh

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Why does this happen

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I'll ask Sac about this, maybe he knows

main wharf
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Lemme see... I found an article regarding Unity dx12 support and it may have just been added quite recently

junior river
# junior river https://store.steampowered.com/app/2432860/MENACE/

https://www.youtube.com/watch?v=oHY3n-JQCuU trailer by the guy who did Astartes

IGN

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...

▶ Play video
#

Grimdark coded

main wharf
# main wharf

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

junior river
#

we'll see

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I still want to solve Endless Space 2

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and get a working addon

main wharf
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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

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Surely would be nice to find a solution for that d3d11on12 thing

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Oh

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I wonder if device proxy would help here

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Since basically, everything works except swapchain proxy

main wharf
#

So maybe you can do a mod without using proxy..?

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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.

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^ 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 kekwsit

junior river
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Righjt, so make a custom addon without the proxy

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I'll have a look

main wharf
#

I think 🤷

main wharf
main wharf
#

I guess that's just to rename shaders with ps_5_x

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But then this has other implications, can't use Callback which this addon relies on so I gave up

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If you don't need Shader Callbacks then maybe you can do that

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This and renaming shaders to ps_5_x I believe

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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

desert herald
main wharf
#

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..?

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Or maybe it doesn't matter..? I dunno really, this is obscure

warm geyser
#

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)

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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

warm geyser
#

just add another paramater and make a new function

main wharf
warm geyser
#

you sure its not just the steam overlay

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or store overlays

main wharf
#

I had a demo installed, lemme check

warm geyser
#

the only time I've seen 11on12 injected is for overlays

main wharf
#

But no I don't have any overlay enabled never ever so I doubt it

warm geyser
#

MAYBE movies

main wharf
#

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) ...
warm geyser
#

does the game have like a launcher

main wharf
#

No launcher in Hell Maiden or Endless Space demo, I never got my hands on PEAK

warm geyser
#

weird

main wharf
#

yea I dunno

warm geyser
#

that game aside

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no reason not to add dx12 support

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sure the shader # will double, and compile times will be 2x as long kekwtf

main wharf
#

But I can't test it

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😒

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Will try to find some real dx12 unity game/demo

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It has 3 devices kekwsit

main wharf
#

Only d3d12 device shows something in Snapshot... Not sure what else to check for

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Maybe renderdoc?

#

Or Pix I guess

main wharf
main wharf
#

Alright, maybe we have a snapshot very soon...

dense thorn
# paper sandal

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

main wharf
#

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
main wharf
#

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
kind kernel
main wharf
pulsar plinth
graceful wasp
#

does lethal company work well hm?

#

I cant see it in the computability list on git

void hollow
dense thorn
#

🥀

woven crag
main wharf
#

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.

main eagle
#

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?

woven crag
#

oh. that seems much more advanced automation i never thought of something like that i do every game by hand

main eagle
#

Hmmm. 6.5.1?

#

I know theres a renodx reshade going around so wasnt sure if I should be using that one

main wharf
main eagle
main wharf
#

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...

dense thorn
#

borderless supremacy

main eagle
main wharf
#

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

woven crag
#

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

main wharf
#

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..?

kind kernel
#

AutoHDR requires full screen optimizations so it might be Windows forcing borderless in that case

woven crag
#

must have been something like that

#

haha yeah sorry i didn't read further i wanted to help first

main wharf
#

All good

main wharf
#

AAAAAAH. Found a typo, user LUTs are broken in current git build kekwsit

#
      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||

void hollow
main wharf
desert herald
#

i wonder if these a clang about unused variables

main wharf
#

Mmmh, it is possible I missed a warning, I really gotta pay more attention to these

main wharf
graceful wasp
#

Ah alr

main wharf
pulsar plinth
main wharf
#

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) ?

lapis schooner
#

is there a auto dump shaders option yet?

main wharf
#

Nope. Still can use devkit for that purpose though

keen lintel
#

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

manic gale
#

Though it has some custom mihoyo shenanigans in there

#

I don't know how useful this is for you but NikkiShrug_in

#

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

main wharf
#

Nice thanks, will have a look when I get the chance

main wharf
#

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

desert herald
main wharf
#

@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)

main wharf
desert herald
#

so it's a safe thing to leave at 50 now

junior river
#

Wait did you add the fix to the wrong game?

#

I have Endless Space 2, Legend 2 is a newer game

main wharf
#

Oooh, I got confused I thought you tried to mod Legend 2.

junior river
main wharf
#

Oh, but Endless Space 2 isn't dx12 or d3d11on12, is it ?

main wharf
# junior river

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

junior river
#

So this whole time you confused it for Legends 2?

main wharf
#

Yes

junior river
#

Damn so the thing might not even be dx11on12

#

just some other bs issue

main wharf
#

Uhm

junior river
#

I remembered this

main wharf
#

Wait, there's also d3d10 in there..?

#

I mean, I don't speak log fluently so might be nothing, but it looks messy

junior river
#

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

main wharf
#

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...

junior river
#

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

pulsar plinth
junior river
#

yep

#

The game is just borked

#

half the screen gets utterly borked

fiery vapor
#

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

main wharf
# fiery vapor

Seems to be UI? Not sure what I'm supposed to do with that

main wharf
#

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

fiery vapor
#

any part that has a 3D character is technically the "gameplay" part

ebon stream
#

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

bronze galleon
#

Anyone tried Syberia Remastered ?

lapis schooner
#

not tried unity engine in it tbf, it's dx11

main wharf
#

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

lapis schooner
#

just tried it unity engine in game and it does seem to work

main wharf
#

In case of missing output shader, addon displays a red warning in its UI (things would look weird enough that you should notice anyway)

lapis schooner
#

auto shader dump would be 👌

fiery vapor
#

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...

main wharf
#

My bad I should have checked game settings I guess

fiery vapor
#

ah dw about it 😅
I've only now just started to try and figure out how to make the gameplay smooth for me

main wharf
#

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

fiery vapor
main wharf
#

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

fiery vapor
#

ah

#

as much as I'd recommend the steam deck, the game doesn't perform that well on the steam deck sadly 😔

fiery vapor
#

damn I'm gonna have to dump that dofless shader because disabling dof makes the game feel so much smoother

main wharf
#

It should be a Beautify one, quite long, probably last of multiple Beautify shaders

fiery vapor
#

👍

#

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

main wharf
#

Iirc it uses ACES approximation the same as Beat Saber so you may recognize those few lines inside that Beautify shader

main wharf
#

It may also help with banding

#

As in, upgrading it may help with banding

fiery vapor
#

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

main wharf
#

And maybe improve color balance or something

main wharf
fiery vapor
#

ah

#

I'll have to move the CIE graph to the right

#

wait

#

I can't move to the right can't I

main wharf
#

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

fiery vapor
#

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

main wharf
fiery vapor
#

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?

main wharf
#

Yea that's what I call shader permutations, no idea if that term is like... official or something

fiery vapor
#

do you want me to decompile it

main wharf
#

I can do that ty

main wharf
fiery vapor
#

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

main wharf
fiery vapor
#

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

main wharf
#

Wait I'm sorry

main wharf
fiery vapor
#

ah

main wharf
#

I don't know why I remembered CA was its own shader for some reason

#

I had not scrolled down enough lmfao

fiery vapor
#

I'll also have to get the perfect dodge / ultimate visual shader

main wharf
#

Is that different from the LUT one I had added?

fiery vapor
#

hmm

#

I think so?

main wharf
#

master spark

fiery vapor
#

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

main wharf
fiery vapor
main wharf
#

Oh I remember, the other one was SC Post Effects LUT or something

#

Thanks

main wharf
fiery vapor
#

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

fiery vapor
fiery vapor
#

cheers

main wharf
#

Hope I didn't bork anything

fiery vapor
#

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

main wharf
#

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

fiery vapor
#

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

main wharf
#

May be using d3d11on12 or something...

fiery vapor
#

yeah there's a D3D12 folder

main wharf
#

I recently pushed a change to make proxy compatible with this

fiery vapor
#

oh I just forced Dx11

main wharf
#

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

fiery vapor
#

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

main wharf
fiery vapor
#

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

main wharf
#

Yea or render could be down sampled or something

fiery vapor
main wharf
#

I've seen a few "old-school" games render at a smaller resolution so maybe it needs "Any Size" upgrade, likely on rgba8_typeless

fiery vapor
main wharf
#

Goes into srgb to do some stuff, then saturate() and back to linear at the end

main wharf
# lapis schooner auto shader dump would be 👌

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.

fiery vapor
#

oh I was just about to say what voosh already said

lapis schooner
fiery vapor
#

even the material shaders

lapis schooner
#

well it can be made to only dump what's needed 😉

#

like the unreal lut_builder_new type stuff

lapis schooner
fiery vapor
#

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

#

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

fiery vapor
main wharf
#

Game is f2p, I'll have a look again eventually, but I already did and iirc couldn't figure what was going on

acoustic tendon
#

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

main wharf
# acoustic tendon the scaling offset and tomemap offest cant be moved from 0, what am i doing wron...

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.

acoustic tendon
#

yep, retested, that was it

main wharf
#

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)

graceful wasp
#

how do i confirm whether this addon is working properly hm

#

in lethal

#

Using liliums shader?

main wharf
#

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

graceful wasp
#

alr

graceful wasp
#

I ll try n lyk

#

does this adon support reshade 6.5.1?

I dont want to use 6.6.X

main wharf
#

Uhm, no idea

#

Can always try

graceful wasp
#

my effects die but the sliders seem to work

main wharf
#

If it doesn't work ReShade.log will say that addon was not loaded because addon API version or something

main wharf
main wharf
#

Oof, dunno about this.

#

Unless maybe if you're using REST ?

#

I think having REST enabled can cause some effects to fail compilation

graceful wasp
#

wats REST an effect?

main wharf
#

Well, enabled and active with a toggle group enabled

#

It's an addon

graceful wasp
#

iam injecting reshade addon through SK atm

main wharf
#

ReshadeEffectShaderToggler

graceful wasp
#

but everything else seems to be fine

main wharf
#

I know

#

Try to disable SpecialK addon in ReShade

graceful wasp
#

wouldnt tht result in SK not injecting reshade hm?

main wharf
#

No

#

I'm not sure what the addon does to be honest

#

But afaik it's not needed for SK to inject ReShade

graceful wasp
#

ok let me try

#

da addon didnt get injected after I unticked sk

main wharf
#

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

graceful wasp
#

I can try injecting ReShade locally but it might not work cos iam using mods

pulsar plinth
#

Anyone else not able to download the pinned snapshot build?

main wharf
#

Seems to work here

#

What's the issue?

woven crag
#

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

haughty dock
#

tried using the addon in lumines, doesn't seem to work fully

#

lemme see if I can figure out the missing shader

main wharf
haughty dock
#

yeah

#

seems like a missing lutbuilder I'd guess

main wharf
#

Oh right, I wasn't looking at "Arise" one, just Lumines

haughty dock
#

oh, yeah sorry lol

main wharf
#

All good ^.^'

#

Never heard of that so I got curious

haughty dock
#

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

haughty dock
haughty dock
#

works great

haughty dock
#

@main wharf did you push a commit with this lutbuilder btw?

#

I want to mention that it works in this era thread

main wharf
#

Will do in a bit

haughty dock
#

game also benefits from 11 bit upgrades

#

would you want the application name for preconfigured settings or anything?

main wharf
#

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

haughty dock
#

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

main wharf
haughty dock
#

adding this one lutbuilder made the menu HDR as well, so it should be the same one

#

yeah it is

main wharf
#

It's same lutbuilder in-game?

haughty dock
#

yeah

#

here are the other shaders in the snapshot

main wharf
haughty dock
#

I cut it off

main wharf
#

The one you sent I mean

#

0x1F679F37

haughty dock
#

oh, it is a different lutbuilder here

main wharf
#

Yea they're probably not always using ACES

main wharf
#

Hence Hermite Spline I guess

haughty dock
#

a bit awkward for picking settings

main wharf
#

Thooo, they could be using a plugin or something for tonemapping here. It would be clamped

haughty dock
#

why do you use different tonemappers?

main wharf
#

Because game uses different tonemapper..?

#

ACES makes no sense imo if game doesn't use ACES

haughty dock
#

sorry I meant like, different renodrt configurations

main wharf
#

So it's not offered unless game uses ACES

#

Question is why game sometimes tonemaps and sometimes just clips

haughty dock
#

yeah lol

main wharf
#

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

haughty dock
#

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

main wharf
#

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

haughty dock
#

yeah it works fine, literally only noticed cause I was looking at the menu

main wharf
#

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 kekwsit

haughty dock
#

it's really cool how robust this addon is btw

#

first chance I've had to really try it out

main wharf
haughty dock
#

lol well

main wharf
woven crag
haughty dock
#

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

woven crag
#

So in a way saying "were a small team" also means we don't know how to do it properly/effeciently

haughty dock
#

They had hdr in Tetris effect cause unreal engine supported it, and they don’t here cause Unity doesn’t do it for them.

woven crag
#

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"

main wharf
#

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

woven crag
#

Was HDR in tetris effect even good/correct?

haughty dock
#

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

woven crag
#

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

haughty dock
#

It makes sense but it’s also annoying. They can’t simply choose to do everything they could ever dream of technically.

woven crag
#

So basically they don't know how, can't blame but it's an industry wide problem

haughty dock
#

But knowing that it could be done in an afternoon 😅

woven crag
#

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

haughty dock
#

@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

fiery vapor
main wharf
#

Lemme know if you got more info about RenoDX sliders' behavior, or anything else I can improve

pulsar plinth
#

all gravy though i can just grab it off of your github page. 🙂

main wharf
#

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

woven crag
#

Did you make any major changes during the last week? Im still using the Nov 3rd build

main wharf
#

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.

woven crag
#

Yeah it has come to the point I should start doing the linking thing

main wharf
#

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

main wharf
#

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%\Downloads in 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)
main wharf
#

SpecialK/SKIF is probably an alternative, I have yet to use it to load ReShade and addons but afaik it also supports centralized stuff

haughty dock
#

SK is really finnicky when renodx needs to upgrade the swapchain

main wharf
#

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

haughty dock
#

you just gave me an idea....

#

I'm gonna change my renodx install script to work with a central location and symlink out

main wharf
#

Ya, symlinking renodx\build\Release\game.addon is very comfy when working on a mod and recompiling often

haughty dock
#

yeah that's what I do for dev

main wharf
#

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 kekwsit

woven crag
#

Same as with Arc Raiders. Don't expect it

#

Thanks for the symlink guides

true carbon
#

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.

surreal haven
haughty dock
#

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 pain

fiery vapor
#

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

haughty dock
#

as long as the addon has the cbuffer stuff setup right, it should work as long as the shaders are the same

main wharf
#

Or did I forget to remove saturate kekwsit

#

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

fiery vapor
#

I just dumped whatever paused the rendering when disabled

main wharf
#

Maybe it's clamped by resource format?

fiery vapor
#

hmm

#

maybe

main wharf
#

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

fiery vapor
main wharf
#

It has a demo, lemme see if that was updated

fiery vapor
#

and I don't think it uses FSR1/RCAS either

main wharf
fiery vapor
#

it has a copy shader

main wharf
#

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

fiery vapor
#

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

main wharf
#

Btw if you raise Highlights/contrast does it go above 203?

fiery vapor
#

I'm too used to most games just becoming REALLY unlocked once they're in HDR

main wharf
#

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

fiery vapor
#

yeah

#

I'll see what the slot machine looks like first

main wharf
#

Maybe some of the winning animations or something, but yea environment looks pretty dim

fiery vapor
#

I'll actually have to play the game a bit

main wharf
fiery vapor
#

I don't notice any bloom with renodx which is weird

#

or maybe I just don't notice the bloom

main wharf
#

Nah maybe I'm imagining that xD

main wharf
# main wharf

I see some kind of blurry halo there, it's from steam page not the game

fiery vapor
#

I think I should've recorded this in AV1 😓

main wharf
#

There's a slight chance it's still clamped somewhere, maybe before post-processing (?). I'll have to check demo to be sure.

fiery vapor
#

super jackpot allowed the game to go up to 461 nits

bronze galleon
#

Working very nice in Egging On dsxCatHeart

#

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 ™

main wharf
fiery vapor
#

ok so I just realised I've been having a wild goose chase with beat saber shaders

#

disabling it freezes the render

#

looks like this in D3D Shader Disassembler

main wharf
fiery vapor
#

not yet

main wharf
#

Any benefit? I guess removing that saturate() towards the end maybe

fiery vapor
#

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

main wharf
fiery vapor
#

UI brightness affects the game brightness, game brightness does nothing

main wharf
#

Yea so it's just missing, there is no game brightness application. Maybe I can add it in this shader you've just sent

fiery vapor
#

I'll give it a shot later

fiery vapor
#

eyy it works

storm vapor
#

what's this error?

#

also, the in-game UI becomes black now

main wharf
# storm vapor what's this error?

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

storm vapor
storm vapor
main wharf
main wharf
haughty dock
#

I had apparently not tested the old script with a space in the path which made me realize I forgot a few quotation marks

haughty dock
#

just like tetris effect, lumines arise is a hell of an HDR experience.

#

shame I'm ass at lumines

bronze galleon
#

Was impressed too but damn do I suck at it lmao

haughty dock
#

stlll haven't cleared the first set of stages on normal 😭

#

it's my first time playing lumines but still feels bad

graceful wasp
bronze galleon
fiery vapor
#

I don't think this will change much

woven crag
#

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;

main wharf
woven crag
#

I posted my responses to #💬lounge by mistake 😭

main wharf
#

monsters something

woven crag
#

Thank you so much for your work 🙏 I'll test it as soon as I can

acoustic tendon
fiery vapor
woven crag
fiery vapor
#

sigh
I am playing horse game yet again

#

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

fiery vapor
#

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

warm geyser
#

even if it compiles, the code is fucked

fiery vapor
#

ah

#

then I'll send over the cso

fiery vapor
#

should I?

calm nacelle
#

no i saw some green artifacts from someone using it the other day

#

so was just checking

fiery vapor
# fiery vapor

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

#

seems to be triggered by w1.xzz

#

which is only referenced once?

#

oh

fiery vapor
#

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

#

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

#

disabling this uncaps the image sometimes

main wharf
# fiery vapor ok shading is still a little scuffed, and I'm wondering if it's the same scenari...

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.

main wharf
# fiery vapor `Gallop/ImageEffects/ChromaticAberration`

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.

main wharf
haughty dock
#

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

haughty dock
main wharf
velvet moth
#

If anyone's curious I used Jon's script installer for Moonlighter 2 and everything seems to be working.

radiant pagoda
#

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.

jaunty thorn
velvet moth
#

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.

woven crag
#

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?

fiery vapor
#

This used to happen with umamusume pretty derby but not anymore

main wharf
# woven crag why would internal lut be doing this?

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.

woven crag
#

No warnings

#

"unsafe math" is certainly one of the things I didn't expect to learn today

main wharf
#

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 😅

woven crag
#

I see. Had to read about 10 times but it's starting to make some sense now patrickNotes

#

How does a float value beyond 0-1... even look like?

main wharf
#

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).

radiant pagoda
main wharf
# woven crag

Yup' sqrt is the culprit. "CustomBlendEffect", something they do with UI I guess. Should be easy to fix, I think
(square root)

woven crag
#

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

main wharf
#

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

woven crag
#

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

woven crag
#

Oh yes of course heres the link

#

Seeing this beautiful art clamped to sdr just hurts me

main wharf
main wharf
# woven crag

^ Dark Light: Survivor demo NaNs should be fixed in this

woven crag
#

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

main wharf
main wharf
haughty dock
#

uber you added on left vs the other uber shader that was already in the mod

#

it looks right with vanilla encoding

spiral cargo
#

@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 🙏

main wharf
#

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

spiral cargo
main wharf
haughty dock
haughty dock
#

doesn't seem like it's 2 ubers. Idk what's goin on with it tbh

haughty dock
#

maybe check if the lutbuilder is right?

#

0x995B320A

#

already in the mod

#

it's oversaturated unless I switch to vanilla encoding

main wharf
#

Demo was 2D, that new one is 3D

main wharf
# haughty dock maybe check if the lutbuilder is right?

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

main wharf
#

Aw yea lutbuilder is arri c1000 log decoding and the uber you sent is srgb encoding, something there is dodgy

haughty dock
#

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

main wharf
#

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

main wharf
haughty dock
#

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

main wharf
#

Yea I enjoyed the vibe and I'm not usually much into slower-paced horror-based kind of game

full palm
#

@main wharf how do you distinguish between a notonemap and a neutral lutbuilder

junior river
#

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

full palm
#

you saying that in the channel with no context

junior river
main wharf
#

In practice I just scroll down asm in devkit and recognize number/patterns

#

Unity Neutral is in tonemap.hlsl, looks like this

full palm
#

Right i was trying to look at your patched lutbuilder and both look kinda the same other than the end

main wharf
#

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

full palm
main wharf
#

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.. ?

full palm
#

yeah

main wharf
#

And lemme find one that has comments in Unity addon

junior river
#

We had source this entire time