#Unity Engine

1 messages · Page 6 of 1

main wharf
void hollow
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ok yeah tried like 10 combos of upgrades with no success so lemme try devkit

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black screen with upgrades to any size

main wharf
main wharf
void hollow
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bit of texture wonk but cant remember if that's in the game without mod

main wharf
void hollow
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ok yeah it is

void hollow
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game weirdness i guess

main wharf
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Noice

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Well

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Glad it isn't addon

void hollow
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seems to work fine, thanks

main wharf
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10 or 20 should have smoother highlights

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Is up to you tho, hf

void hollow
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yeah seems like 20 does the job

ornate wave
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Sup guys , this game is telling me that output shader is missing but unlike reno UE i cannot find the option to dump the shaders and post it here so if anyone can help me pls?

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if i put lut shaper to PQ it looks like this

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on vanilla is clamped

ornate wave
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here, the dumped shaders for winter burrow

kind kernel
main wharf
lapis schooner
main wharf
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I guess I'll check dump when I get home

lapis schooner
main wharf
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Aaaaw right, yea I think the only one shader is already in addon

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Afaik anyway

lapis schooner
# main wharf I guess I'll check dump when I get home

btw the game doesn't really have a good black floor cause they seem to have chosen blue rather than black for the black bars, so i assume HDR is making it look far worse but i'm sure something can be done to make it look more normal (closer to sdr reference)

cursive plaza
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Is the standalone mod for Shinobi still recommended or should I be using Unity mod?

Shinobi mod is very crashy for me.

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It looks good though, just unsure how much dynamic range is really added since game is so bright with the mod. Not taking Paper White over 100 seems like a must.

haughty dock
main wharf
rustic wharf
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yea my shinobi mod has a weird blend between itm and real hdr, to specifically boost sprites that are stuck at sdr level brightness

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@main wharf you could copy it if you want for 2d sprite games (even though it's really expensive and weird code lol)

rustic wharf
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and it should only be overbright in the opening level (you can also decrease or disable sprite boost)

main wharf
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I'm pretty sure I mentionned back then that imo this could be beneficial to have as ReShade.fx to use "universally" with REST

rustic wharf
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wouldn't that mean that you need to select all shaders with sprites in rest? and then boost them with reshade fx

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I doubt that would be really stable

main wharf
main wharf
rustic wharf
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idk REST was always really crashy for me

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maybe I just tested dx12 games

main wharf
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Yea that is likely.
It is pretty solid in most dx11 games. Comes with slight perf impact but shouldn't be an issue in 2d sprites games

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Even in dx12 it can work well. Afaik most crashes there happen when cycling through shaders, and I know a trick to avoid these.
Been a while but it's basically to use third tab instead of first one...

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Bindings or something... Will check when home

dense thorn
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the few times ive tried REST i had issues as well with crashing

main wharf
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-# skill issue

dense thorn
cursive plaza
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Shinobi is DX11

cursive plaza
cursive plaza
woven parrot
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Hey, I'm hoping this is the right place to come to regarding unity issues/lut dumps
I'm trying to get Thief Simulator 1 working but it's looking like this, I already tried pretty much all the options in the upgrades section
I would also upload a lut dump but I'm not sure how as I haven't seen any option regarding that

woven parrot
woven parrot
main wharf
woven parrot
main wharf
woven parrot
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I've disabled bloom because I couldn't see anything with it on and here's the log

desert herald
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your link should be https://

desert herald
sour drum
fiery vapor
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hey Signalis almost works with renoDX unity but it uses a more complicated setup for shaders, so the game is still capped at 203 nits
I might dump the shaders here if you want to take a look at them

fiery vapor
main wharf
fiery vapor
main wharf
fiery vapor
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hmm

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I do know that the inventory issue is fixed by only using output size

main wharf
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A dedicated mod was being worked on at some point, I even tried to help a bit but things seemed very tricky

crude flower
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Here are shaders for Once Upon A Katamari. Not sure how much HDR can be gotten out of this game but I saw some clipped highlights at least

twin wharf
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Wish they'd release that game on PC 😕 It's Steam exclusive for now.

main wharf
crude flower
desert herald
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Wobbly Life has a very custom using lut on render and lut on final draw with the same shader, needs something custom

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it's like hades2, essentially

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i started a custom mod for it anyway

main wharf
main wharf
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I guess you don't need previous frame if game is fixed to 2 draws for that shader

desert herald
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also does fxaa, i think

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or some sharpening

main wharf
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Ooooh that's what t0 multi sampling is, I got confused 😄

desert herald
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i just need to remember how inverseinterrmeditepass words. i think it returns linear

main wharf
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Yea afaik input is variable, output is linear

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That's how mine works and I copy pasta'd from draw.hlsl

desert herald
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game is completely clipped, so makes things weirder

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i'll share when i'm done so you can see the nonsense i had to do

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for now trying to get ui scaling working with SDR, then figure out a hdr lut sampling that doesn't creating banding (max-channel isn't enough and this game is so bright you'll notice it)

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hades2 was max channel but a pretty dark game

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before / after

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now for cleanup

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gamut compression is to preserve any custom saturation from the first pass

crude flower
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In-game it's HDR

void hollow
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skate story, i hope it dumped correctly but yeah lotta effects and shaders

main wharf
main wharf
void hollow
main wharf
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Sorry for that, I'll try to update snapshot within next days

cobalt wolf
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@manic gale In the new version of Zenless Zone Zero, the brightness setting doesn't seem to take effect; only the UI brightness can be adjusted.

manic gale
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you didn't have to tag me twice, you know.

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but i'm sorry to tell you, i no longer play ZZZ, and no longer work on the mod, so it's up to the community now to fix it.

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@full palm was doing it for the previous patches but i think he also quit recently so...

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I don't know who is interested on maintaining this mod currently, sorry, the only thing i can tell you, is that I'm probably not going to fix it myself.

full palm
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🫡

kind kernel
sour drum
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Now the textures don't turn black when shaders are missing, the game just goes into acid trip mode

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But when it works, it looks great. The game is using a lot of p3/2020, like 20-60%

faint loom
faint loom
lime geyser
desert herald
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links have to be https...

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you can't open the links on web

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also can't copy links in discord either

main wharf
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Woops I forgot, just edited

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Thanks

desert herald
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Peglin is all on UI slider, but probably nothing really to separate

graceful wasp
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how can i test whether this mod works with peak, lilium shaders right

rocky dawn
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ive had good success with lilium__hdr_and_sdr_analysis.fx

graceful wasp
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I think everything works fine in dx11 peak

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with this mod

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let me send a ss with lilium analysis open

main wharf
# graceful wasp I think everything works fine in dx11 peak

Not surprising at all. Someone sent a shaders dump back then and all required ones were already in addon.

The only issue was crash on launch, which is specific to dx12 (or d3d11on12) for this game.

Iirc crash was briefly investigated by @crimson spear, without any luck.

jolly dagger
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Has anyone else tried New Super Lucky's Tale with this mod? I did what the github wiki says but everything looks weirdly blown-out and desaturated

main wharf
jolly dagger
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Huh, it fixed itself after the first proper level lol

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Nope, it broke again when you load into a level 💀

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How bizarre

fiery vapor
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This is the ODDCORE DEMO — just the starting point of what the full game will deliver.

The foundation is here: punchy combat, crunchy gameplay, and that unmistakable liminal aesthetic. Early Access release builds on this and pushes upgrades, progression, and weapon systems even further. :)…

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backrooms arena shooter

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think serious sam

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mix turbo overkill?

last nexus
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@crimson spear @main wharf hmm which mod is the best for outer wilds ? idk if you updated it since then ritsu or if the unity universal takes precedence

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or can I remove your mod from the list ritsu ?

crimson spear
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If unity universal works, then remove mine

vapid pulsar
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I do not remember the process of providing the files for a game of what is required. I was going to play a game called Stasis: Bone Totem. All the settings are default. The nit is stuck on 1000 and if I mess with the UI brightness or stuff like exposure it will mess up like crazy.

Wiki says it is a Unity 2019 / DX11 64bit. HDR is listed as unknown but the wording in game says "HDR effects OFF/ON"

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Forgot to put a vanilla screenshot

vapid pulsar
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I suppose that message could get pinned for future references.

vapid pulsar
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Random in-game screenshot at the start too. I forgot to include as well. The lighting just seems really dim.

woven crag
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it's a dim scene but that highlight looks good. have you tried fake hdr boost?

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though I really don't see the issue. that first screenshot with the halogen lights looks perfect, and this last one looks completely ok to me too

main wharf
main wharf
# faint loom

What's the issue here? The only interesting shader I find at a glance is already in addon.
Uhm, I see ReShade2.ini in log, could game be using exclusive fullscreen mode? If so please switch to borderless, or windowed (with RenoDX's force borderless option). Delete ReShade2.ini then.

last nexus
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anyone knows if blasphemous works ?

haughty dock
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does it have any lighting?

last nexus
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idk man i can reno 3000 nits bread & fred from that point I'll think anything can be native hdr with voosh magic

haughty dock
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from playing it it seemed like straight up sprites

last nexus
torn rose
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Gunner, HEAT, PC!

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The tank game you've been waiting for

It's a weird time for fans of modern tank combat games. The straight-shooting simulator titles from the turn of the millennium are no more. As tank nerds, we need a game that gets right to the good stuff - modern tanks, realistic system and damage models, and a focus on fun over all.…

Price

$29.99

Recommendations

6437

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Similar bug to Hellish Quart with broken terrain 🙁

inland dew
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have you been able to revisit this Mr voosh?

main wharf
inland dew
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np. ty!

vapid pulsar
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I don't know if that is a normal effect but this is what 0 / 50 / 100 fakeHDR boost looks like. I suppose bloom is messing it up since the game seems to handle bloom poorly. If I turn it off completely it works nice.

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However, this is what fakehdr boost does to the menu. 50 / 100 KEKW

sullen galleon
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peak has launch options for backend renderer now, works without any config needed in dx11 mode 🐐

remote edge
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did anyone tested the game sworn with renodx ?

kind kernel
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upgrade rg11b10 float for wcg

remote edge
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thx i'll try

vivid jacinth
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Hello ! just FYI, Sektori (32 bits) needs Upgrade R11G11B10_FLOAT, but it's not set automatically :)

remote edge
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@kind kernel as you said work perfectly !

hoary sluice
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Hello. Pathologic 3 seems to be capped at 203 nits in gameplay even with all upgrades and proxy. Main menu seems to be slightly uncapped (goes to 209), but in renodx-dev in preview window (before applying postprocessing) it still seems to be brighter. Here are the shaders (just played for 10 minutes in the beginning of the game with Auto Dump)

cyan shadow
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Tried to play 7th Sector in HDR: a DirectX 9 32-bit Unity game, but it doesn't work. No peak brightness setting is available and not one setting or upgrade seems to do anything. Guess it's a tricky one considering it's DX9 roots?

https://store.steampowered.com/app/749250/7th_Sector/

Welcome to the 7th Sector , set in a mysterious cyberpunk world. Immerse yourself on this intricate path, solving different puzzles, facing its dangers and collecting scattered information to discover the story of this world. Gain control over several different characters, each with its own abilities which can help you navigate world’s devices…

Price

$10.99

Recommendations

599

lapis schooner
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@main wharf Firewatch (Game Pass) dump (45mins played ish), this game acts weird, doesn't seem very HDR, and turning UI brightness up makes the whole image dimmer, turning it down makes it brighter

haughty dock
crimson spear
crimson spear
crimson spear
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Not sure if it's latest codebase

main wharf
remote edge
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@kind kernel hello i've played a bit with reno and i don't understand why but with certain UI the game oversaturate the image like here

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@main wharf Hello Dio said to message you about this problem

hoary sluice
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But seems to be limited to bt.709 even with needed upgrade. But idk if its a problem

hoary sluice
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Also menus atop of highlights seem to cause dithering-like noise

main wharf
# crimson spear Adjusted, please check

Funky one. I think the first tonemapper with a bunch of if/else is the "full version" of ACES, seems same as Tainted Grail.
The end though is unusual, there's a path with RRT followed by... something that is not Unity's ODT approximation stuff

crimson spear
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@main wharf Could you push latest changes to git so I can PR?

hoary sluice
main wharf
main wharf
random berry
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Hello @main wharf your github url is getting flagged by antivirus and malware addons (through renodx github mods page) Can this be addressed?. Thank you in advance.

main wharf
# random berry Hello <@328585230657257473> your github url is getting flagged by antivirus and ...

Unity's addon? Apart from a few exceptions like this one and Guild Wars 2 addon, all other links should be main repo (Shortfuse's).

Tho I don't know if I can do anything. Nexus Mods also flags some builds and not others when code is the same, not sure what triggers this, seems random like some weird AI stuff (Nexus uses VirusTotal website).

100% false positive anyway, code is available and you can build addons yourself.

What's your AV?

random berry
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Bitdefender

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and yes Unity's Addons...for Unreal Engine I do not see the antivirus flagging them

main wharf
main wharf
jolly dagger
jolly dagger
main wharf
vapid pulsar
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Don't worry about the game, I might be dropping it kekpepehands

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But if you need to fix for future people then I can keep checking the game changes.

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I think this game just handles bloom poorly but everything else looks good though.

jolly dagger
jolly dagger
jolly dagger
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Actually, works fine once you load into a level but when you finish the level it immediately goes back to linear encoding lol :/

main wharf
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Yea I need to fix some of that stuff

main wharf
main wharf
lapis schooner
main wharf
# faint loom

Can't find much in this either. Blit Copy shader is there, so Hack may work to separate UI. 🤷

quick robin
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does it?

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over no rest for the wicked it looks like shit

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the unity engine reno is like washed out

woven crag
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"Nice day for fishing" works fine with RGBA8 typeless set to any size if you wanna add to the list

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(btw why do some games need the any size setting while most work fine with output default?)

main wharf
woven crag
proven flicker
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I'm using this mod in Tainted Grail, but because the lighting in the game is so bad it just looks a bit too dark in caves etc

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Perhaps a dumb question but what are the best settings to adjust? Just bump up Shadows slightly? Or play with contrast?

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Turning off gamma correction pushes it too far the other way and everything is grey, so it only needs a minor tweak

woven crag
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yeah tainted grail lighting is quite... undercooked? kekpepehands keep gamma correction and play with the shadow slider sounds like a good idea to me too

proven flicker
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Thanks

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Yeah I'm having a blast with the game but the lighting is generally like a throwback to the 90s

woven crag
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and not in a good way despairge

proven flicker
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Hah. Bloody loved the 90s

woven crag
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weren't 90s games more stuck in 2D shouldn't we say 00s?

proven flicker
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Ah yeah I've over exaggerated

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My sleep deprived mind (1 year old daughter...) struggles to distinguish between those two decades!

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Jokes aside, the lighting reminds me of the first Deus Ex

woven crag
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the game mostly reminded me of Oblivion

main wharf
# woven crag (btw why do some games need the any size setting while most work fine with outpu...

I can think of a couple things. Mainly unusual internal LUT size, so baseline resource upgrade (hardcoded 1024x32 size, can't be disabled) doesn't work. For example 256x16 LUT, in which case Any Size upgrade would catch it.
Else could be that game renders at a fixed ratio that is different from window's/monitor's, for example letter or pillar-boxing. So unlike resolution scaling where ratio is preserved so Output Ratio upgrade works, this needs Any Size due to ratio being different.

quick robin
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Or washed colors

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Hdr in game was disable

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Dxgi needs to be renamed to d3d11. Dll to avoid the game form crashing

quick robin
main wharf
quick robin
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meh

quick robin
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Anyway the dude above was right the hdr in this game seems ok

covert zephyr
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7 days to die shows a green check on games list but when I tested it there is a bug when you get hit/damaged with on screen blood fx that causes some weird mismatched brithness issue on parts of the screen. Anyone know how I could go about fixing that? Wish I could just turn off or remove the blood fx but not sure how to mod that game

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Image showing what I mean, sorry if this isn't the place to ask for help with this

kind kernel
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dump of the blood shader for the above post @main wharf it’s from when I made my own 7dtd mod but I doubt that shader has changed at all over the last 6 months

fiery vapor
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actually gonna try this
noted

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was gonna say "hey I guess saturate works" but then I saw this

fiery vapor
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idk what wacky shit swifter does in their maps but their shaders definitely don't like having the swapchain upgraded

vocal kayak
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Hey there! Anyone playing Tainted Grail: Fall of Avalon here?
Do you have some good settings to start with?

ebon stream
fiery vapor
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in Beat Saber, it seems when removing the saturate from this shader, the bloom is able to go a lot brighter

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might be a 1.40.8 only thing tho

pale bloom
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@main wharf in LIS BTS I encounter something strange, at first some chapters were locked at 202 nits, but loading different chapters and going back again , unlock it,
Strange can't reproduce it after restart

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I think I figure it out

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Playing chapter which already has nits unlocked, trigger the others to unlock it too.

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Main menu was also locked to 202 nits before

main wharf
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Ooooh. I'll try to figure that out, thanks this should be helpful.
Resources upgrades shenanigans

main wharf
main wharf
pale bloom
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Life is Strange: Before the Storm is a new three part standalone story adventure set three years before the events of the first game. This time play as Chloe Price, a rebel who forms an unlikely friendship with Rachel Amber in a dramatic new story.

Main Menu: 00:00:00
Old Mill - Exterior: 00:00:29
(Graffiti) Lame Ride: 00:03:15
Old Mill - Inter...

▶ Play video
kind kernel
woven crag
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has anyone tested arknights endfield?

main wharf
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Yea just use dedicated mod I think
No idea if unity addon works, but if it does it would also be dx11 and not vulkan

woven crag
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oh damn i didn't know we were so ahead of the curve on this one, nice

main wharf
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Tried it on mobile and got bored pretty fast 🤷

woven crag
# main wharf Tried it on mobile and got bored pretty fast 🤷

I get you. Getting trough these games can really be a slog. They all do main story the same way and if you did one it's like doing it all over again.

Bunch of yapping and time wasting for 2 minutes, walk around the corner, kill 5 mobs, yap again, repeat, then back to the factory stuff, the constant tutorial popups, mind numbing combat of just holding a button and qtes while grinding trough the linear story rinse and repeating the yapping/walking/fighting/tutorials over and over again.

It's like you're not even playing the game. The game is playing you.

The modded HDR is really beautiful and I really like the idea of copying over some of the death stranding mechanics and reinventing the gear grind (not a fan of the factorio stuff but it's a welcome novelty), but these games have a fundamental problem of being a mobile slop the way they dont really let you play the game but it actually plays you. You can't really go explore on your own even tho it's open world and such, you must do this mind numbing story and events first or you'll fall behind event rewards and such. It's really tiring. And if you played any gacha like this before, this gets to you pretty quickly.

fiery vapor
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decided to see what ultrakill in HDR is like

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it uses gamma swapchain encoding but currently brightness is affected by UI brightness

fiery vapor
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should I dump all or selectively dump?

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actually I might do both

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ULTRAKILL/PostProcessV2

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oh yeah I should actually redo the dump but with Reflections

fiery vapor
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okay there's more shaders that appear when playing the game, but I want to wait until #🧪lab message

fiery vapor
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this is a sorted version of the shaders that I dumped while I was in sandbox

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and yes believe it or not there is HDR information to extract from ULTRAKILL

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oops I forgot to turn off dithering

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health and dash bars seem to break

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yeah it seems that the hud tends to break a little bit the more you kill

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the blood is also black instead of red... 🤔

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I forgot to test swapchain proxy
ok nvm swapchain proxy made no difference

fiery vapor
fiery vapor
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what's strange is that in T0 for 0x20133A8B, the hud and blood look normal

main wharf
fiery vapor
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at least for the UI

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but honestly it could just be the render

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okay, I'm looking through renodx source

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started off with doing this

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and it fixes the HUD and blood issue

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but now the image is darker

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okay, I guess I can use Linear now instead of gamma

fiery vapor
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these might actually just be flat textures lol

storm vapor
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just wanted to say using symlink for reno is such a genius idea. thank you!

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you can probably also make a GUI using python or autohotkey to make it more accessible

storm vapor
main wharf
# fiery vapor
  r0.xyz = r0.xyz / r0.www;
+ float3 signs = sign(r0.xyz);
+ r0.xyz = abs(r0.xyz);
  r0.xyz = log2(r0.xyz);
  r0.w = -cb0[6].w * 0.5 + 1;
  r0.w = r0.w + r0.w;
  r0.w = max(0.00999999978, r0.w);
  r0.xyz = r0.www * r0.xyz;
  o0.xyz = exp2(r0.xyz);
+ o0.xyz *= signs;
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Though I'm unsure where negative values come from in the first place 😒

fiery vapor
fiery vapor
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I think for now I'll just use the modification to the shader I did until it's added to renodx unity

fiery vapor
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ULTRAKILL does actually benefit pretty well from HDR

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oh yeah turns out the fake sky in Limbo caps itself at 203 nits 😎
which is perfect because it adds to the fakeness of it

main wharf
fiery vapor
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I might've added the new code incorrectly

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oh yeah that works

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only thing left to do is make the brightness get handled by game brightness instead of UI brightness

fiery vapor
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blue hookpoints will need to have their hue corrected as they have a tint of green in HDR
I think there was a guide on the renodx git about this somewhere

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green, blue and yellow hookshot both use the same shader so...

main wharf
fiery vapor
main wharf
fiery vapor
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I'll give it a shot

main wharf
fiery vapor
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also what do you do about effects that are "bright" in SDR but are paper white in HDR?

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(like the muzzle flash sprite)

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like, the muzzle flash light translates perfectly to HDR, but the muzzle flash sprite looks like it's paper white brightness

crimson spear
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Find the shader and hit it with that intermediate scaling

fiery vapor
crimson spear
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Or ig it's safer to autoHDR it

crimson spear
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If you just load a shader through devkit and attempt to use cbuffers on it you'll get undefined results (NaN colors or something)

glacial plank
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that's what I did for the sky in dying light

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and made a toggle for it

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I like to keep all the extra enhancements as toggles under an advanced section

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but I guess with a universal mod you might not wanna do that

fiery vapor
fiery vapor
crimson spear
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You mean capped to SDR?

fiery vapor
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oops my bad

crimson spear
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It's just code, you can combine anything

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But saturate clamps everything to 0 - 1 so it'll be just SDR

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I think Musa's Highlights() is the best solution

fiery vapor
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ah, can highlights be used with live hlsl shaders?

crimson spear
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Ah lemme check

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Yes

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mb

fiery vapor
fiery vapor
crimson spear
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Just to clarify, you can use cbuffers in any shader

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Just make sure to add it to the addon first. Renodx only injects cbuffers to shaders it modifies

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After you add it to the addon, you can use it in devkit's live reload

fiery vapor
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ah

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hold on lemme also dump the UI shaders

crimson spear
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Why would you?

fiery vapor
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to give to voosh?

crimson spear
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I don't think he needs UI shaders. RenderIntermediatePass - SwapchainPass already handle them

fiery vapor
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ah

fiery vapor
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ok so now it returns under water

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ah underwater is another rendering shader?

fiery vapor
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it can be solved with the same method as the other shader

fiery vapor
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@mighty falcon oh yeah turns out that the effect might be easier to create than we thought

fiery vapor
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ok so the muzzle flash uses the Sprites/Default shader

desert herald
#

Road 96 has its main menu clipped, but I'll probably make a custom mod for it.

(The OST has a bunch of synthwave big hitters, so I bought it.)

fiery vapor
glacial plank
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  color.r = renodx::color::grade::Highlights(color.r, highlight_value);
  color.g = renodx::color::grade::Highlights(color.g, highlight_value);
  color.b = renodx::color::grade::Highlights(color.b, highlight_value);
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probably better to do it by luminance

fiery vapor
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and how do I do that?

#

I feel like an rpg main character asking this lol

glacial plank
#
  float y_in = renodx::color::y::from::BT709(color);
  float y_out = renodx::color::grade::Highlights(y_in, highlight_value);
  color = renodx::color::correct::Luminance(color, y_in, y_out);
fiery vapor
glacial plank
#

just on the final color in the shader that draws that sprite

fiery vapor
#

hold on lemme compile a version with the unmodified shader

main wharf
sour drum
storm vapor
main wharf
fiery vapor
crimson spear
#

renodx::mods::shader::CustomShaders custom_shaders = {__ALL_CUSTOM_SHADERS};

fiery vapor
#

yeah I guess unity addon already does that

fiery vapor
# fiery vapor

I still have no idea where to put the code that musa sent tho

fiery vapor
#

I don't think this is right

#

oh god it's only for hlsli isn't it

crimson spear
#

hlsli is hlsl. i indicates it's meant to be imported and not used directly

glacial plank
fiery vapor
#

uhhh
so while trying to figure out how that worked

#

turns out removing the o0.w made the muzzle flash bright again
wait it only makes it as bright as the rest of the screen

fiery vapor
fiery vapor
#

oh wait, ⁨#include "../common.hlsl"⁩ right?

glacial plank
#

Ai can fix stuff like that easily

#

Copilot is built into vscode

fiery vapor
#

sigh
if I have to

fiery vapor
#

wow... this kinda just works huh

#

anyways, I guess I could also use this to increase the brightness of the plasma gun muzzle flash and projectiles in turbo overkill

fiery vapor
#

huh, alright it does work

#

(I'm presuming I just need to slap a multiplier onto it)

#

probably just a 1.2 multiplier

fiery vapor
#

so based on an SDR pic, the muzzle flash in ultrakill is 83% bright (going from 0-1)

#

so now I just have to do some sort of math to convert that into a multiplier

#

(maybe just 0.83 + 0.5?)

#

so I'm probably gonna ⁨r0.xyz = color * 1.33;

fiery vapor
lapis schooner
void hollow
# lapis schooner

was just testing, does seem to mostly work ootb but grading andn some shaders don't seem to be working 100%, dumped all of mine aswell just in case

lapis schooner
#

mine is from kinda the middle of the game, not the start, didnt try unity engine

glacial plank
#

Break free from a mysterious time loop! Embark on a journey of self-discovery and resilience. Delve into the enigmatic depths of the small godforsaken town: Rue Valley.

Each day feels like an uphill battle against the shadows of your own mind. Along the way, you will encounter a captivating ensemble of characters, each wrestling with the…

Price

$29.99

Recommendations

1251

fiery vapor
#

ok so 0x1F0578FF & 18F34244 seem somewhat similar to 0xECED3960

dense thorn
#

Damn, steam reviews tho

main wharf
main wharf
# storm vapor Hi @/Voosh, were you able to add No Rest for the Wicked's dump?

Took a quick look at that and... it's pretty massive, about 70 uber shaders. Some might already be in addon I haven't checked, but mostly I wonder if game is compiling every possible shader including unused ones.
I know the few Frostbite engine games I had a look at do that. Way less common in Unity games, but given many things are customizable there I dunno...
Will see how I handle this later, I've read game's native HDR is usable anyway (?).
Maybe a dedicated mod fixing native HDR would be more suited 🤷

fiery vapor
fiery vapor
#

I think the enemy projectiles need to be ITM'd too
lemme play Ultrakill in SDR to get a reference pic

fiery vapor
#

and once I make sure that the itm'd shaders look good I'll send those too

fiery vapor
#

oh yeah, now it's all coming together

main wharf
fiery vapor
#

I can't test for sure since fake HDR boost does nothing in ULTRAKILL

main wharf
fiery vapor
main wharf
storm vapor
dense thorn
fiery vapor
dense thorn
#

Ah oge

fading cradle
main wharf
fading cradle
#

You play an average warrior trying to get home to their family. Kill everything you see or look for ways to avoid bloodshed. Sword fighting is challenging and unforgiving. It demands practice and recognition of subtle tells. Likewise, finding peaceful resolutions requires keen observation of your opponents and their surroundings. The choice i…

Price

$14.99

Recommendations

377

#

I'm looking to adjust the SDR settings in the game because I use an SDR TV. I've noticed that while moving forward in the game, some objects, like stones, appear slightly doubled. When running to the right, the left side of the stone duplicates; when running to the left, the same thing happens. The doubling is subtle but noticeable.

fiery sail
#

Anyone tried this with Lethal Company?

raw crow
#

Missing some ui (main menu, some context button text in-game) from the addon above for Cairn, have upgraded r11g11b10_float as well as enabling swapchain proxt, is there maybe something i'm missing?

storm vapor
raw crow
#

hrm the ui works if I don't force dx12 when launching

crimson spear
crimson spear
#

LUT 0 / 100
They have some ugly ass colorgrading luts

main wharf
main wharf
#

I haven't pushed tho mb

done*

main wharf
main wharf
fiery sail
#

Tried installing this for lethal company and the addon didnt show in the overlay menu? Been a couple months since I used reshade so im not sure if i messed something up

main wharf
fading cradle
fiery sail
main wharf
surreal haven
#

@main wharf is the build from yesterday on github the best one for cairn or the one you posted a couple of days ago on discord #1413695723404398674 message

surreal haven
hearty bronze
woven crag
#

Do you guys remember Starsand Island you worked on, that cozy anime genshin-like farming sim. It's finally coming out and they just dropped the news the game is gonna ship with an anticheat system

#

This is a load of bullshit excuses and not something that was mentioned on Kickstarter or until now. I hope it doesnt break Reno

#

I now have reservations of buying a game that's supposed to be a cozy singleplayer farming game with anticheat... Wtf. Let people do with their purchased software what the heck they want. I bet they're gonna be adding loads of mtx

#

And they kept this hush hush right until the release

#

"we're a small team with a small budget so we can't really afford expensive anticheats systems, but we will still implement one in our singleplayer game anyway"

#

(yes they will add some form of MP functionality on release but nobody really cares about that, it's just an excuse at this point and it's killing the hype for me)

woven crag
#

Well iirc it all workedout out fine with the universal in the end?

proper vine
#

yeah good enough

#

probably could've squeezed out a bit more detail in the highlights if I remember right but it looked good still

kindred nacelle
#

Any way to fix ''Overcooked: All you can eat''?

#

most scenes are clamped to 203 nits, only some work correctly

#

oc 1 and 2 work without a problem

main wharf
kindred nacelle
#

64-bit. Enable Swapchain Proxy, Encoding: Gamma.
Color grading affected
General: Hideout, World Map Navigation
OC1: Intro Apocalypse/The Peckening, Ravenous Roads, Cosmic Canteen and Lost Morsel
OC2: Tutorial, Sushi City, Buffet Balloons, Moreish Mines, Christmas Cooking, Peachy Paradise, Dessert Island and Infusing Gardens

#

Already enabled swapchain

fading cradle
slender terrace
#

Are these better left alone or cranking everything to the right wont hurt either way? Trying in Cairn.

crimson spear
#

Leave it alone

fiery vapor
#

hey I'm currently adjusting settings for Turbo Overkill because the highlights in most of the objects go white instead of keeping the highlight colour, and I found that when you set Highlights Saturation to 60, the Highlights change colour when changing the LUT Shaper

#

so...

#

what do you think is more "physically accurate", Lut Shaper set to Vanilla or LUT Shaper set to PQ?

#

personally, I like LUT Shaper set to Vanilla

#

I guess I'll also use hue correction

#

hue correction set to 100 clueless

#

with the hue processor being ICtCp

rotund steppe
slender terrace
#

I haven't gotten far yet, looks better than without, haven't noticed any problems, not sure i would if there were any though.

main wharf
fiery vapor
fiery vapor
#

I do also notice that Hue Correction slider works quite well with this game

main wharf
fiery vapor
#

I guess it's more of a personal preference thing ThinkShrug

main wharf
fiery vapor
#

I need to check if it works with renodx

main wharf
#

It should. Basically gets rid of ACES

fiery vapor
#

oh damn

main wharf
#

Maybe they noticed weird blurple shit when they added SSR, I'm fairly sure Alt Grading was added in same update

fiery vapor
#

oh yeah
I thought alt grading was broken with RenoDX 😭

#

alt grading looks like the perfect base for RenoDX

main wharf
#

What's accurate I don't even know anymore. Quite confused since I saw blurple irl around a blue bulb

fiery vapor
#

😔

#

for me I'm going off how fire doesn't look blown out irl

main wharf
#

Fire can be quite different depending what burns and how...

fiery vapor
#

(or I guess more specifically, how other games have done it?)

#

unfortunately I have lost a reference image

#

actually nvm here's a reference image from Helldivers 2

#

the fire is kinda orange-y

#

yeah alt grading seems pretty nice, even if it's a little more "washed out" compared to the contrastiness of ACES

#

I guess ACES is commonly used because it looks "punchy", which then makes non ACES tonemapped images look "washed out"

#

ah perfect time to realise that I need to upgrade a resource
oh nvm I don't?

main wharf
rotund steppe
#

This is great! Just download, put into the desired games folder and execute?

haughty dock
#

No need to copy paste it around, it prompts for the game folder

rotund steppe
#

Ohhhh gotcha, awesome

#

Is there a similar one for unreal? Never seen this and it’s so useful

velvet moth
#

There is Reno and Luma for Unreal.

main wharf
rotund steppe
rotund steppe
fiery vapor
fiery vapor
main wharf
#

Most of the shaders in addon are URP's I think. Maybe it works ootb, or at least shouldn't be as hard to add compatibility if there are a few missing uber shaders.

fiery vapor
#

yeah

#

probably means that once this update releases I'll have to record my lightshows YET AGAIN

#

well, this also means new shaders to dump

main wharf
#

Not necessarily, they may already be in addon..! 🙏

#

Well, assuming they go with Unity's built-in post-processing anyway. Reason shaders were previously missing is that they were using old pipeline/custom stuff

fiery vapor
#

there is one shader that has to be dumped

#

and I think that shader is the tonemapper shader

#

wait

#

"I think?"

#

bruh, I literally just figured out that shader, why am I sprinkling a sense of doubt in my sentences

#

wait this is the bloom shader god damnit

#

wait

#

THIS IS THE BLOOM SHADER

#

it's a new bloom shader

main wharf
#

😄

#

URP's tonemapping is usually either in LutBuilderHdr, or in Uber if game uses LutBuilderLdr

fiery vapor
#

remove the saturate from line 48

main wharf
#

Then again, that is only if they use URP's built-in post-processing.

fiery vapor
#

for a cheap and dirty fix, needs to be tied to the bloom slider though

main wharf
#

Unity's very customizable so that's not guaranteed

fiery vapor
#

remember that Beat Saber's bloom is tonemapped differently to the render

#

yeah it's ACES, but at least the blowout is stored in the post processing instead of the game objects

main wharf
#

Yea, Narkowicz's approximation iirc, wasn't it in like hundreds shaders..?
Not sure what the forward rendering sentence means, sounds like modding this game is a bit special. Maybe dedicated addon is better? 🤷

#

aw yea, 178 shaders, back then anyway...

#

-# and I still don't have an HDR screen lmao

fiery vapor
#

they're in the mirror shaders

#

so the reflections are Narkowicz's approximation tonemapped

main wharf
#

Huh? Ooooh. But uhm, is that what "objects in forward rendering" means..? Or maybe they use a different approximation somewhere else..?
Doesn't seem to make any sense to me, but I don't know shit 🤷

fiery vapor
#

so before this update Beat Saber was using BIRP

bronze galleon
#

Replaced has a super nice vibe graphically

fiery vapor
main wharf
fiery vapor
main wharf
fiery vapor
#

so anyways here's what the new version's lasers look like with the bloom shader disabled

main wharf
fiery vapor
#

hmmm

#

there's this shader

#

Hidden/Universal/Coreblit

main wharf
#

Uhm, nah that looks like a simple copy

#

Yea Blit makes sense

fiery vapor
#

yeah I guess this one is the one...
I wonder if adding the tonemapper to it will actually affect the lasers this time?

fiery vapor
#

this is Hidden/MainEffect

#

the 2 shaders that are disabled in this image are the bloom shaders

#

disabling them leaves an afterimage lol

fiery vapor
#

the blowout is added in the shader that draws after the bloom shaders

#

disable the maineffect shader and both the blowout and bloom disappear

main wharf
# fiery vapor you'll probably want these just to add them to the bloom slider

Not necessarily. Bloom is commonly multiple shaders, one or a few that "build" the Bloom texture and one last shader that samples bloom texture (possibly multiple times) and adds it (or blends it) to main render texture. Usually only that latest shader is needed for slider.
It is quite possible that is Hidden/MainEffect, code very much looks like it.

fiery vapor
#

ah, got it

#

felt like screenshotting these parts

#

I need to go to bed now

fading cradle
#

The REPLACED demo is awesome! The visuals, the atmosphere in general, and the music are top-notch. But could someone explain the difference between Fullscreen mode and Borderless Window mode? Does it impact performance, or what’s the difference? I’ve heard that Borderless Window mode is often recommended when using a program like RenoDx.

bronze galleon
#

Yeah it's so beautiful, plays great (combat is super dynamic yet simple and accessible), is smooth af (a tad heavy but it's fine, only some drops in the 120s on a 3080 at 3440x1440) and the lore is captivating

#

Fullscreen mode is borderless fullscreen is Borderless window is Windowed mode without borders

#

iirc Unity doesn't have Exclusive ullscreen

fading cradle
# bronze galleon Yeah it's so beautiful, plays great (combat is super dynamic yet simple and acce...

I didn’t understand the answer at all :)) Does that mean there’s no difference after all? Visually, I don’t see any changes—whether in fullscreen mode or borderless windowed mode. The only advice given on Steam to the user was to enable fullscreen mode because they experienced some minor stutters at certain points. My TV has a 16:9 aspect ratio and 1080p resolution; I set the DSR to 2.25x, which results in a higher resolution. Maybe the borderless window mode is more common for those with ultra-wide monitors?

bronze galleon
#

Game has Windowed, Borderless and Fullscreen modes, the first two can be whatever res and will be in a window with or without borders

#

The last one is basically the same as Borderless at native resolution but has a Vsync option but it's the same as the second one at native res

bronze galleon
bronze galleon
#

I was using SK so it stayed in Borderless Fullscreen, my bad

main wharf
#

Less performance, more latency due to... How Windows OS works I think (?)

#

Also quite annoying when multitasking, alt+tab is way slower with EFS. I can't think of a single reason to use it nowadays.
In fact I'm fairly sure it's been deprecated with dx12.

#

A remnant from old days I guess.
Weirdest part is that a small amount of (Unity) games still ship with it being default setting nowadays, dunno if it's a matter of compatibility with old hardware or something..?

bronze galleon
#

Ah crap, yet another Unity game tying Fixed Delta Time to its Physics

#

So don't touch it in SK lol

bronze galleon
#

@twin wharf would know best

main wharf
#

Sadly RenoDX's "Prevent Fullscreen" option doesn't work with this engine, no idea why

bronze galleon
#

Tbh, I only ever launch those I can't use SK in when using other mods + RenoDX like SK+OptiScaler+RenoDX is almost a guaranteed fail so I sacrifice SK for the other 2 but I'm an SK addict, no doubt about that lol

main wharf
#

Aye. Assuming OptiScaler can't do much in dx11 games most of which have no advanced upscaling method, I guess that means "I always use SK" feelsAmazingMan

bronze galleon
#

I do play dx12 games tho 😉

main wharf
#

How many of them are Unity..?

bronze galleon
#

And Izueh is gonna work with Nitec so Luma DLSS can also do FG with OptiScaler using an interop

bronze galleon
#

Most of them don't need anything upscaling or FG anyway

#

I think that's why I love Unity games so much, most of those I know are light ones

#

Egging On might be the exception, that's heavy heavy boi

#

Oh Replaced is gonna be on GOG !

#

🤞 day one

#

Yep it says coming soon but store page says release date march 12th 2026 so there's a chance

bronze galleon
#

Awesome ! That's a day one buy then !

#

Love devs who don't treat GOGers as second class citizens

main wharf
#

^ also added 2 shaders for REPLACED demo, tho I haven't played through to confirm that's all there is yet. Needs RG11B10_float upgrade to Any Size (to unclamp WCG)!!!

(Planet of Lana 2 demo seems to work OOTB, though it looks a bit flat like first game)

main wharf
#

Mmmh, Internal Lut Scaling seems weird in PoL2.
Dunno if I broke something recently, will check other games when I get the chance.
Likely code has to be improved, I was expecting to find a case that challenges it.

velvet moth
#

Has anyone checked Synthetik 2 by chance? I installed it but got these flashbangs on killing enemies.

analog mauve
#

What could be the cause of this?
Only the terrain is missing even without any resource upgrades

Game: Starsand Island

kindred nacelle
#

Thanks

main wharf
# analog mauve What could be the cause of this? Only the terrain is missing even without any re...

Ugh, dunno. Same issue was reported in a couple games I believe.

It triggered once in some other game I got, in which it randomly stopped occurring after I updated addon with seemingly unrelated changes.

Please share corresponding ReShade.log after issue happens, hopefully there is a warning of some kind.

Else... Maybe you can try a different addon build (https://github.com/NotVoosh/renodx-unity/releases)

glacial plank
#

Needs revert state maybe

main wharf
glacial plank
#

Just the swapchain proxy one

main wharf
glacial plank
#

Though in dx10 it ended up being incomplete and not reverting everything

main wharf
#

Maybe it's this again, will share a build with it commented out later.
Though it is possible ReShade.log warns about something OnCopy mismatch

main wharf
main wharf
# glacial plank Needs revert state maybe

When I tried to isolate where issue came from back then, it seemed linked to cbuffers somehow as only removing their injection would bring back missing textures.

But game wasn't using cb13, and using another slot for injection wouldn't solve the issue so I dunno really.

#

then there was this, missing textures aswell I believe

#

Which ended up being this, @desert herald solved it with a simple commit

glacial plank
#

maybe that

#

shortfuse made it for metro

analog mauve
main wharf
woven crag
#

I wonder if this old build still works?

fiery vapor
#

@main wharf oh yeah I need to send you a shader for the 1.40.8 (modded?) version of beatsaber

#

all I did was remove the saturate

#

I'll go and fetch the name of the reflection

#

oh, this one is Hidden/MainEffect

#

lemme check if it's the same ID as the URP one

#

ok it's a different ID

fiery vapor
# fiery vapor

and yeah you could probably put the tonemapper in here

bronze galleon
#

Ooh nice, Neva prologue DLC in 6 days

#

Follow Alba as she chases chases a trail of white butterflies deep into the corrupted swamps, only to discover a frightened wolf cub, lost and alone. Determined to save her, Alba must earn the young wolf's trust and guide her through the blighted wilderness. Together, they will face new enemies, endure perilous trials, and confront a monstrous fo…

Release Date

Feb 19, 2026

fiery vapor
#

unfortunately no demo so I cannot test

analog mauve
# woven crag We had a well working version for the demo, what changed with release I wonder? ...

I did tried that build on Alpha, Demo and Release
But all have issue with invisible terrain

As for Anti-Cheat they haven't added it yet (for now)

This is from their recent response

"All unreasonable or overly restrictive clauses in the user agreement have been removed. We will never restrict players from using mods or other custom content, and there is no anti-cheat system implemented in the game. After the full release, Steam Workshop will also be opened to allow everyone to freely create and share their ideas."

bronze galleon
#

Much prefer Reinhard over Daniele in REPLACED, those highlights man... pepe_aww

rotund steppe
#

Does Cairn need any resource upgrades?

#

I think by default is still limited at a sdr range

#

Yeah around 150 if I move peak brightness slider. Im guessing it needs upgrades

#

Tonemapper change also seems to have no effect

rotund steppe
#

(I´m testing in the main menu since its real time)

#

Is this the expected output?

main wharf
#

I guess so? Game seems to look a bit flat, at least per moment

#

From Steam page

fiery vapor
#

will the Neutwo tonemapper ever get added to this addon?

main wharf
#

Can try FakeHDR Boost in Effects. 🤷
Fwiw I think game is only clamped by resource..? Not sure, maybe I'm confused.
Anyway point is that in that case SpecialK remasters should work, while offering Perceptual Boost and stuff.
Uhm, RenoDX generic/Unity addon along ReShade shader is an option too I guess. Using REST to skip UI or maybe even ITM only certain parts of the game...

rotund steppe
rotund steppe
#

But maybe its just the artstyle as you mention. Not a lot of room to pop

#

I probably add a lil hdr boost and call it a day. I just wanted to be sure I was not intentionally gimping it by not upgrading resources or something (I´m using defaults)

rotund steppe
main wharf
rotund steppe
main wharf
rotund steppe
rotund steppe
#

Oh ok if it seems unclamped that´s all I wanted to know. I guess it is what is is then

#

Thanks for taking a look at it!

main wharf
rotund steppe
#

Ohhhhhhh ok I understand

fiery vapor
#

WE ARE IN THE FLOWING SANDS OF TIME 🗣️
WE ARE CAUGHT INTO THE STORM INTO THE EYE! 🗣️

rotund steppe
#

Also I tried this addon in Replaced demo and it seemed to work but I had no peak brightness setting available. Does it need resource upgrade? Couldn´t find anything in the wiki or in this thread

fiery vapor
#

where you race trains

proper vine
#

never heard of the game before

#

must be good since ur so excited lol

fiery vapor
#

deshattack is on unity so hopefully there should be plenty to upgrade

#

Hop aboard your custom gravity-defying train and embark on a hectic quest to defeat the sinister Miraidō corporation, alongside a vibrant pack of outcasts. Ollie, kickflip, and grind your way through Japan's biggest cities, as well as a world of meadows, volcanoes and oceans. Rack up points and chase that sweet high score as you flip, trick and...

▶ Play video
#

wait this vid kinda low quality

#

oh yeah this game is gonna look amazing with HDR

#

so much bloom that can be upgraded

main wharf
rotund steppe
pallid wagon
#

@main wharf found a missing shader in cairnes main menu when hovering over the free solo difficulty

rotund steppe
woven crag
#

I managed to catch a couple of more shaders playing for about half an hour, which should hopefully cover most of them. the game is pretty much to where it was with the early demo:

  • UI is in HDR but the game itself is nott
  • character creator is in HDR but you get a warning for missing shaders
  • I don't have an issue with transparent floors using "older" builds from 2 weeks ago and there's no difference with demo build too, it's just like how it was at the start
pallid wagon
rotund steppe
#

Could this mod be causing cairn photo mode not to capture anything? It says it’s taking screenshots but the folder is empty

rotund steppe
#

There’s missing shaders in cairn when looking through binoculars

rotund steppe
#

Also lightning shaders seem missing. Entire sky goes purple, same as binoculars

errant swallow
#

Sable seems to work fine out of the box

main wharf
#

Aye thanks for the dumps @pallid wagon and @woven crag!
Added few missing shaders for both Cairn and Starsand Island in this, lemme know how it goes. 🙏

sweet mural
#

Uncover the sinister secrets of Phoenix Corporation, through the eyes of its own creation, R.E.A.C.H. - an AI trapped in a human body against its will. In an alternate 1980s America reshaped by nuclear catastrophe, Phoenix-City has become one of the Corporation’s strongholds - a haven for corruption where outlaws thrive and human life…

Release Date

Mar 12, 2026

#

?

main wharf
#

Had game in Steam wishlist for months, added demo's shaders on the day it launched

#

Still haven't played through tho ):

#

So uuuh, demo should work as long as you use updated addon!

main wharf
sweet mural
#

Thanks. Great visuals to make them work in HDR

rotund steppe
main wharf
#

Woops I should've scrolled up more, missed this sorry. Adding it later today, I need to push today's changes anyway.
Just hoping I didn't do any mistake when adding recent shaders

haughty dock
#

It requests elevation if the path is used for symlinks

woven crag
bronze galleon
#

It'll take you like 10 minutes max (so small but so good)

#

Curious whether you prefer Reinhard or Danielle in it btw

main wharf
main wharf
# bronze galleon WHAT ?!?!

I'm super busy these days, and also not having any HDR screen except phone since I moved in November leaving both TV and monitor behind.
Relocating again very soon, likely this week, will see then to either have my stuff sent over or pickup some new gear.

woven crag
#

i'll play some more with the upgrades and stuff but idk 💀

main wharf
main wharf
woven crag
#

not sure if this information helps but game CTDs on launch when trying to upgrade R8G8B8A8_UNORM (altho that one wasn't required in the demo iirc just the standard one)

bronze galleon
woven crag
main wharf
#

Aw, another thing, Unity's FSR commonly uses RGB10A2_typeless resource. You may need to upgrade this with Output Ratio if incoming build is still clamped

woven crag
#

anything wrong if I rawdog test them with any size?

main wharf
#

🤷

woven crag
#

😅

#

didn't seem to be causing issues so far but as always I'll try everything

main wharf
#

Some upgrades may not do anything, I doubt there's a game that uses every available resource format.

woven crag
#

I've seen complaints about the bright UI in the steam comments, and replied about using reno but no feedback so far 😔

#

the UI is annoying even in SDR that's telling

main wharf
main wharf
main wharf
main wharf
woven crag
main wharf
#

Ooooooh, I don't remember game demo having this

woven crag
#

let me try new build now

woven crag
main wharf
#

SFSR wut 👀

#

Super FidelityFX Super Resolution..?

woven crag
#

🤷‍♂️

main wharf
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😄

#

Worth a shot running native res/no upscaling for testing purpose

velvet moth
#

But, it's Super Super.

junior river
#

Inb4 FSR 1

woven crag
junior river
main wharf
woven crag
#

I really don't mind what upscaler they're using at this point I just want it to work

woven crag
#

yeah look at sky in the screen

main wharf
#

Demo was doing some weird stuff iirc, I guess I might have to take a look at the game.

main wharf
#

Missing textures have been reported in this already. I guess that makes one more reason to take a look at game, ugh

woven crag
#

interesting now it's telling me missing shaders with the new build. well ok then

#

oh and let me try fsr

#

jesus that looks bad 😂

#

and it actually clamps it back 👀

#

we're making some progress, game looks correct now, but

  • game brightness slider not working
  • UI slider affects everything

this seems like a familiar issue

#

(this is on dlss default sliders)

#

(same behavior for no upscaling)

main wharf
# woven crag interesting now it's telling me missing shaders with the new build. well ok then

Wuuuut. Yea so changing game settings can change shaders, but this would usually mainly be post-processing effects (Bloom, Vignette, CA, Lens on/off).
I guess upscaling could do that aswell, again it depends how it's implemented.
I believe that ideally upscaling occurs before post-processing so that effects are done at full resolution.
Sadly Unity's often seems to do the other way around, FSR1 almost always runs after all effects are done. This is better for performance, but quite annoying when modding.
I've seen both for DLSS, which is way more rare in dx11 games.

woven crag
#

and uhm still missing output shader. i guess i'll do another dump

main wharf
#

I might have done an oopsie, lemme check

main wharf
#

Is my bad

woven crag
#

HOLD UP

#

it was resolution modifier!!!

#

setting it back to 100% and turning off upscaling now it all works!

#

oh but UI is still affecting game 🙁

#

increasing game brightness now reduces highlights? 🤔

main wharf
#

Again RGB10A2_typeless to Output Ratio, or maybe RGBA8_typeless to Output Ratio (the one that's enabled to Output Size by default)

main wharf
woven crag
#

i mean, it kinda works. excited for the new build 🙂

woven crag
#

omw

main wharf
#

When using resolution scaling that is (other than 100% scale).

woven crag
woven crag
woven crag
main wharf
#

Noice, thanks for bearing with me, this took longer than it should have

#

-# my brain somehow kekwsit

woven crag
#

you deserve way more credit don't treat yourself like that 😄

#

RGB102A_typeless doesn't seem to be needed

main wharf
#

Aye!

woven crag
#

but let me try one more thing I think it messes with some of the UI elements

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ok so I think this was eventually fixed in the demo version we had, some of the UI elements are shaded as game particle FX (the white dots in loading bar, the quest guiding stars and pretty much any 2D sparkly effect) which is actually something I kinda like

#

if this is something that should be "fixed" or not might be somewhat subjective i guess

main wharf
woven crag
#

hm yeah does nothing

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but i actually kinda want it to stay, it feels nice when you get bright FX pop when you craft something

main wharf
#

Dopamine goes brrrrrr

junior river
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Voosh when Unity Ultra+?????

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I need it to unfuc SSR in Midfield

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720p UAV

main wharf
#

Sounds like something that would require actual coding skills lmao, why ask me despairge

#

I looked into BepInEx back then and as much as it does a lot to make modding easy, shit's confusing af

junior river
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We managed to turn Midfield's Reno into RenoDX Luma 2.0

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vanilla by comparison looks like slop

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too many rendering issues

main wharf
junior river
#

Vanilla probes are fukked

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they cranked them to run 100%

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so even when you go into a dark area

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metallic objetcs are still bright and glow

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All the fx run at half res UAVs + upscaling

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so at 4K you get 720p UAVs for SSR,GTAO, DOF ect

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looks abysmal

#

we managed to get GTAO to run at full res UAV

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then added vis bitmask

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and redid GTAO

main wharf
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-# Yo this is already getting too technical for me

junior river
main wharf
#

Yea I dunno really

junior river
#

(I dont know what I am doing either dont worry)

main wharf
#

Force high LODs toggle. This means that the highest models possible will be forced on all meshes.

#

Toggle to make all meshes cast and receive shadows.

#

Toggle to make all game lights emit shadows.

junior river
#

specifically for Midfield

main wharf
#

Toggle to change the resolution of shadows generated by the game's vanilla lights. Beware using this one with the two options from above. Also, take in mind that lights created with the Light Manager already generate high-resolution shadows.

#

Maybe I should ask AI to make BepInEx mods for me

junior river
#

We fixed that

#

by forcing the deferred shaders to apply AO regardless

#

Reno Dee Eggs

#

saving not only HDR but rendering as well

main wharf
junior river
#

RTX off/RTX on

#

Same grading, tonemapper ect

#

just comparing vanilla rendering vs modded

#

oh and cum glass fix

#

(glass is a forward object in-game so its consistently cloudy and doesnt look like glass at all. Applies linear fog onto itself even in areas with no fog)

main wharf
#

This is kind of stuff one can see in UnityExplorer. I don't get most of it, but it looks like it may be useful to someone who knows stuff I dunno.

Use the Object Search tab to search for Unity objects (including GameObjects, Components, etc), C# Singletons or Static Classes.

The inspector is used to see detailed information on objects of any type and manipulate their values, as well as to inspect C# Classes with static reflection.

junior river
#

I'll look into it

#

Midfield is custom so might not work

woven crag
#

what a shame about that game it's so much factory slop, because it's so beatiful with the mod

junior river
#

We added the new mcdonalds bottom hue code

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BRUH

#

INZZZZANE COLORS

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It keeps highlight saturation looking good without deepfrying

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or weird hue shifting

woven crag
#

I get this so much whenever I use any form of autohdr on my C2, it's so bad. and I wasn't sure if it's a woled's fault or autohdr slop (it just turns out most games i use this display for are not reno compatible)

#

lmao they just use the same texture for the sun and moon

#

you just can't see it in sdr clamp city kekpepehands

junior river
#

In Midfield, you can see seems in distant terrain because SDR clamping + hue shifting blends the holes

#

So the artists didnt pick up on it

#

meanwhile HDR now exposes gaps and holes in meshes

bronze galleon
main wharf
# bronze galleon Like RenoDX Unity via BepInEx ? Yes please ❤️

I wanted to give that a try, but just setting up Visual Studio is pain lmao so I gave up

I don't even know how/if it would work tbh, I was randomly exploring some game with CinematicUnityExplorer and found all the tonemapping stuff. Unity's native HDR tonemap (ACES 1000 nits, 2000 nits profiles) was available, but then forcing it wouldn't be any useful without also changing resources format, which I guess can also be done with BepInEx modding (?), I just don't know how.

bronze galleon
#

Damn, Unity truly has a massive untapped potential

bronze galleon
#

Been having a blast the last few days in Make Way with Reno

rotund steppe
main wharf
pallid wagon
rotund steppe
#

Yup lightning is also missing

rotund steppe
pallid wagon
#

I’m not far into the game but I’ll keep dumping shaders if I see anything. I’ll check the binoculars once I get them

#

Btw is auto dump better or should I just dump once I see something missing

main wharf
main wharf
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I wouldn't do long sessions with devkit loaded for performance/stability reasons, but my laptop is relatively weak so I dunno.
Maybe ideally you don't play with devkit, and only add it to reproduce a gameplay situation that misses a shader.

#

Even more ideally Unity addon would be able to dump shaders, but that'll be in the future some day maybe 😅

woven crag
#

I am wondering like... Starsand Island sold over 100k copies in the first few days, has a big community and had a playable demo for months. A few complained about the bright UI but I haven't seen any discussions about HDR, or let alone, the mod.

Am I the only one that cares about it being in HDR, the only one that's actually using the reno mod right now? Because nobody else came around reporting the current builds weren't working, except @analog mauve I guess, who had texture problems (try again, it also broke for me when toggling sliders, it should not happen with defaults, just mess around or reinstall if needed)

#

We got a new build that fixes HDR in the live version btw, scroll up

woven crag
#

another minor issue with the mod but I'm not sure if this is easily fixable, adjusting UI brightness also adjusts your character brightness into this, uhm... cursed, burned mess in the character screen kekwsit

#

here's comparison with UI 203 default (burns my eyes) vs 90 what I like to use but my character is cooked

#

basically it seems like it's toning down the entire screen when you open the menu, including the character on it

analog mauve
# woven crag I am wondering like... Starsand Island sold over 100k copies in the first few da...

I accidentally got rid of the terrain transparency issue while troubleshooting another game. For some reason, it was fixed by using the GPU's Integer Scaling instead of Display Scaling. I don't know why. AMD is weird.

The UI Brightness Slider also seems to affect game brightness for me as well.

The majority of the player base for games like this is pretty casual, so I don't think they even know what HDR is, and no one is even mentioning it.

I'll try the new build later.

fiery vapor
#

will try soon

#

oh damn the lasers actually tonemap now

#

I bet it's gonna look even better in the URP version

fiery vapor
#

alright so I guess all that's left is the URP version

main wharf
fiery vapor
#

that one was the 1.40.8 one

#

unless

#

wait

fiery vapor
#

I'll juuussttt double triple quadrouple check

#

but yeah at least the 1.40.8 shader got added

main wharf
fiery vapor
main wharf
fiery vapor
#

yes

main wharf
#

Aye, so I believe we've got 3 total now

fiery vapor
#

people will still be using 1.40.8 for a while

main wharf
fiery vapor
#

hmm

#

possibly

#

oh

#

yeah you should, since they're in between 1.40.8 and the new URP pipeline

#

that's a particle shader

#

oh yeah the rest of the ones must've been false alarms

#

ok mb I forgot that 30d0 is the 1.40.8 output shader

#

also, could you add the ACES tonemapper as an option in the tonemapper slider?

#

just because game originally uses ACES

#

or ACES filmic

main wharf
#

Yea but I'm not replacing any ACES code here

fiery vapor
#

👍

main wharf
#

ACES is probably already running somewhere earlier

fiery vapor
#

ah

#

I think URP update should fix that

main wharf
#

I'm surprised you get that bright highlights btw, but I dunno how game renders stuff. What I've seen seems very bright for something that's supposedly tonemapped to SDR, even if tonemapping is before post-processing