#Unity Engine
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I don't think those 4k nits are all bloom (you can try to disable Bloom, Bloom slider should work)
so some people like to set the lights to very high values
also using a mod that allows old environments to be modified
Oooooooh right, yea sry as I said game is a bit confusing ๐
fun thing is, if a lightshow is very bright in HDR, chances are it's gonna be that bright in VR
despite VR being SDR
colours really pop though
It does look nice yea
the newer environments that allow you to manipulate them in vanilla game like an animation tool are much less brighter
Oh yea, this for example looks like it could be tonemapped to SDR, followed by bloom so the few highlights may just be from bloom.
Again you should be able to check this by disabling bloom entirely
yeah, so maybe the mod in this image (chroma) might bypass bloom
or they're just so bright that it doesn't matter
Rather not tonemapped (before bloom)
oh yeah in this image there's some blowout
but that could be from me uncapping the peak
I'll post a vid
I can't wait for screens to be powerful enough where "HDR skin burn" becomes and actual thing
I feel like I should FC this map then record it in HDR for youtube
goofy ah song
S3RL moment
every S3RL song is like this
URP version seems similar to 0x74AAB469
@main wharf could you pass the modified version of D44C30D0?
Sure as soon as I'm on computer, later today
ah
Though I really just copy pasted code from previous BeatSaber shaders
oh, which one specifically?
actually I might be able to figure it out
ah perfect
Or rather this one, even easier:
https://github.com/NotVoosh/renodx-unity/blob/main/src/games/unityengine/Custom/BeatSaber_MainEffect_0x2D1C3A64.ps_4_0.hlsl
I just copied block at the end, it does everything (tonemap + game brightness scaling)
ah
already compiled a version of the shader with this one
I'll see if it does tonemapping
actually yeah I'll use this one
I tried the new build these are what I have found out so far.
-
UI Brightness affects Game Brightness
-
Game Brightness is clamped by UI Brightness
The last image shows the UI Brightness setting at 1,500 nits. ๐ -
Particle effects and the border of the minimap are the only things able to reach maximum brightness.
-
White text telling the player to go to sleep late at night causes clamping.
-
The character model appearing darker in the menu is a vanilla issue due to a lack of light sources.
hm, for some reason the tonemapper setting doesn't appear
I guess I'll wait for you to take a look at the shader
Did you upgrade the other resource
It works fine for me
Wait I didn't have to upgrade
You're describing issues I had with the old build. Then Voosh fixed it and it was perfect, I posted pictures
Did you get this one specifically? @analog mauve this works for me no issues except the one with the inventory screen I posted earlier
You can leave everything at defaults and it works
Aw yea you also gotta edit addon.cpp
You can search the file for one of the old hashes. Duplicate the line and write new hash instead of old one
Yup
How? But it works for me. Also when I was clamped I was clamped to 200 you're at 400?

Look amazing when setting UI to 1,500 but then the UI burn my eyes off
Yeah I just went and turn off upscaler then it worked
I have the scaling set to 100% though
Yea, you likely need to set RGBA8_typeless upgrade to Output Ratio instead of Output Size so it works with upscaling
if in doubt, always test with "any" that's what I always do
Yeah if you do that here it actually crashes the game. But I did went and try each one by one 
Force borderless, prevent exclusive
Nope still the same
Also UI slider still affect game brightness for me even with upscaler turned off
eyy I did it
Oh
I will literally send you my add-on file and Reshade.ini when i get to my pc just to make sure
might be able to tonemap the final shader for ULTRAKILL as well
The game just got updated today could that be it?
It has been getting updates everyday since the EA release
Oh. Looks like I might have done another oopsie ๐
I was just playing it a few hours ago I doubt it
Aw wait, uhm this happened yesterday already, wuuuut
This only show when Upscaler is turned off
Wait until I send him my files... Because it works on my end
Hello. No news on missing terrain bug in some games?
There's no way they're gonna break my cozy slop game hdr with some random "bugfix" update 
The issue is gone for me after doing this accidentally
#1413695723404398674 message
Mine is NVIDIA
Happened to me once in Starsand Island with one of the nightly builds and never again after that, idk what I did, but I was also messing with sliders a lot (but when we have all shaders you shouldn't have to mess with anyting)
Its very weird because it look like occlusion culling because some chunks of terrain reappear in certain camera angle for me when it happens
Yeah actually I've had that happen once too, like parts of the terrain in the sky?
sorry it took so long, try this. addon and my reshade.ini
this works for me with ingame settings DLLS resolution scale 50%
couldn't find anything brighter since time of day is iffy, there's that at lamp near max nits and skybox tonemapping (excecpt the sun/moon) looks very tasteful and feels realistic
I love my cozy sim slops
they always have a vibe going for them but this one specially feels the most appealing of all, it's got a little bit of that genshin impact magic in it. polished UX and atmosphere make it feel cohesive, and this tasteful HDR on top is just perfect
It does look pretty cool tbh
And you're using my ini?
This just shouldn't be possible with the exact same settings and addon
What if you turn off SFSR?
UI Slider no longer affect game brightness if SFSR is off
Can't test DLSS since OptiScaler crash the game for me
I don't either
Can you just run it natively?
Mmmh, interesting. Is game unclamped then? And I mean without having to push UI brightness at annoyingly high value, which is a very dirty workaround clamping
Ok so
-
the original build had shaders built for fsr but it stopped working for me once we got to live with DLSS so I made Voosh add new shaders
-
you reported HDR was working for you on the old build at first but you had broken textures? And now it doesn't work at all anymore, or was it always cooked?
Yup and the con is UI is burning my eyes
Doing that you can make the game look brighter but it looks very cursed
It's how I was coping with in demo as well until we got all the shaders
Oh and it only made it look "okay" with swapchain encoding to gamma. Don't have to mess with any of that anymore once all shaders are in
Maybe just do another dump?
SFSR - Seriously Fucked Super Resolution
Dumping with Upscaler off atm
You'd want to trigger the "missing output" shader with devkit loaded and auto-dump enabled.
So if I understand correctly that happens with SFSR enabled only, which you want to reproduce so corresponding shader is dumped
Missing output shown when SFSR is Disabled but not when Enabled
Should I make a dump of both enabled and disabled together?
Or should I seperate them
Just dump everything all together it's fine.
The more shaders the better, I'll figure the rest out
Alright
Aw right, my bad I got things the other way around
Oh and make sure you open/close and fuck around with inventory screen a lot, because that's one that's iffy for me still
Character shader gets turned to UI brightness there for me
And it looks super wrong
Yup I opened all possible menu and sub menus so far
Walking through the entire map
Both twice with SFSR Enabled and Disabled
Can't do for DLSS though

Actually it looks like entire screen is slapped over with "this is now everything UI" filter because even the shiny star particles that ussually bump to 2000 nits got clamped
It could be possible I might have missed it
@main wharf how do I make a shader get affected by the fake HDR boost slider?
Uuuuh, good question. I guess you run whatever corresponding function in that shader.
I never use function directly, it's built into "applyUserTonemap" or something
Oh, just had a thought. There is a chance the Scaling Offset setting is available in this menu, and even slighter chance a different value separates character from UI.
That said it reaaaaally depends on how menu is built, and if it works it may also break scaling in main game soooo...
Still worth a try, it's a quick test
Good idea, will take a look
Here, a single shader added. All others already in addon.
I'm pushing to github in a second so snapshot should match this build within an hour or so
actually works, with scaling only (and "on"): offset 2, however it also lower exposure in the main game. I wonder which one is more correct?
(but it still looks like HDR, it's not that badly clamped)
SFSR still ๐
However without it now works
As for Character Menu
Putting Scaling offset to 1 does help
But UI Slider still affect character model
SDR for comparison
oh I get it
it's because with blit copy hack offset 2, it does the UI=game brightness again
it fixes the character screen but also well, the whole game is UI affected too
UI Slider no longer affect game brightness for me other than inventory screen
With SFSR Disabled
you mean inventory screen?
Yup
it also looks like it's not upscaling the character that's why
it actually looks like 50% res without dlss
I don't have any Upscaler on
It would break if I have it on anyway
This game doesn't have anti aliasing
nvm, still same behavior in native
I wonder what causes the highlights in turbo overkill to saturate in the menu blur?
wait hold on is Turbo Overkill rendering with ACES, THEN rendering with the final tonemapper?
oh right, alt grading exists (then just set contrast to 75%)
turbo time creates NaNs
oohhh
turbo time on alt grading creates NaNs
Oh? Interesting, will have a look thnks.
Uhm, maybe a resource upgrade matter?
As in downsampled DoF/blur or copy in menu.
RGBA8_typeless to Any Size would unclamp it in this case
looks cool af tho xd
Soon...
Here's the demon tides dump. I went on a lil expedition to see all the islands I might've missed some tho
Thanks! Here should be all, briefly tested in demo.
I noticed some weird looking stuff, pretty sure I know where it comes from, will have to figure out how to deal with that later.
oh yeah i forgot about the demo i wonder if it has new shaders
I had already did the tutorial in the demo and it saved progress (idk if i can even go back)
ty tho ill check it out in a bit
fyi you want to upgrade R11G11B10_float (Output Size) for WCG (bt2020).
DLSS and FSR3 clamp to bt709. I might be able to unclamp FSR3 but again that's something for another day.
oh darn thanks for letting me know i was using dlaa
it's so nice being able to get 240fps with dlaa on
I'll take 60 fps and Reno mod over higher FPS every time ๐คท
yea demo runs super nice already. I don't know if I can do anything about DLSS/AA, will try to investigate some more.
FSR3 should just be about adding one or a couple more shaders to addon, at least I can see its shaders/code and interact with it.
DLSS is... trickier
Is this normal for DLSS to be "trickier"?
Normal I dunno, usual definitely (for me anyway)
It's a struggle especially when it runs after post-processing/tonemapping
But aren't the new models supposedly running before tonemapping? Would that change anything at all?
Uhh, I'm no specialist but I believe where it runs depends on implementation rather than DLSS version.
So it's the "internal" part of DLSS that matters here, the one built into the game, not the external .dll
Tho you may have a point in that maybe newer models don't clamp to bt709 (even when ran after tonemapping)
Will test this when I get a chance, would be great if it did
once I figure out how to make shaders follow the fakeHDR slider, I'll see about submitting a pull request
How do you dump shaders while playing? I never see the option
Ohhhhh ok
So if say I want to get the storm lut for cairn. When I get a storm ingame I just active the addon and thatโs it right?
hmm I think this might've taught me how to make my own renodx addon 
Add devkit, enable auto-dump button in its UI, then wait for storm (or trigger it if possible)
will all of the shaders that you've added to the binary addons get pushed to git?
ah nvm you did
Yea indeed!
I just forget to push sometimes, or I wait for positive feedback after I send build here when I'm blindly editing stuff without testing
huh well damn, I got game brightness working
&Count will work either case.
The Gamma or Linear mentions are just part of automating "Swapchain Encoding" slider.
They depend on each shader rather than game.
It is possible one same shader is used in both linear and gamma rendering games, in which case no encoding should be specified
Cairn dump, dunno if it caught anything new. But I got a couple "purple screens" while playing so I hope it did @main wharf
Thanks! All usual shaders from this are already in addon, I'll dig deeper by Monday or Tuesday as I'm exhausted now.
No worries!
Might be a different issue with this purple transitions
It happens specially when going in an interior
Game makes a harsh transition to an interior lut but screen gets purpleish for a few seconds while transitioning
I had to drop the mod for cairn in the end. A lot of luts break. Specially indoors
This is what happens (minor spoilers of a late game cutscene)
It just makes constant harsh transitions to another LUT the mod probably doesnt have and it shows up purple
looks like the same stuff that happens in caves. were there any new shaders to dump?
Yeah its the same
I dumped everything I found here
I had many purple transitions like that when auto dumping in that .rar so if thereยดs anything missing it should be there
If not, its probably another issue and the game might need a custom mod or something
Could be a typo in the shaders I added without testing.
I'm off work now for a couple days, will double check everything and try to figure what's going on.
I was wondering whether to use this unity engine hdr mod or the mod available on nexus mods for V Rising?
This Unity Engine mod is the only one still getting updated, I don't even know if dedicated V Rising addon currently works.
okies thanks
I still can't get over what an upgrade reno is in this game
in order; sdr, aces, daniele, reinhart
aces has a bit more color than daniele, which has brighter highlights and is probably my favourite and most balanced, reinhart is much punchier and brighter (contrasty), something gamingtech and everythingoled would probably prefer 
I literally can't imagine playing this without the hdr upgrade. if you use gamma fix in sdr it's not that bad (most of these comparisons we post are without the gamma fix applied and you could maybe even get it looking decent with some curve adjustments within sdr) but with the mod it's an entire new world
oh damn fraud tomorrow, time to try and get the tonemapper working in ULTRAKILL
yay I got the tonemapper working in ULTRAKILL (just the regular shader and underwater shader, haven't figured out how to get the DW and under water + DW shaders working yet)
turns it it's not a good idea to bind the boosted shaders to fake HDR boost
you really need the right kind of mental illness for this game (I do not have it)
the DW shaders are gonna give me an aneurism ๐ญ
Yeaaa iirc @mighty falcon took a look at that game and was quite annoyed with how things work
I feel like I'm getting REALLY close, just have to figure out where to tonemap the Dual Wield shader
ok this is just gonna be me flexing my gamerโข skills in HDR lol
f.t fitting guitar solo
I'll try and get the DW shaders working tomorrow I'mma go to sleep
when I return to working on the shaders (FRAUD is very close to releasing) I'll post a video showing what issue I'm having and the shader
aannnddd I still can't figure this shit out ๐ญ
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Demo is out. It's like it was made for deck. Fits the format even better than the original
Would this worth be checking if we can make HDR work for it? I saw some effects that look like it might be less "raw" this time around
Sorry for crappy phone photo but I think it gets the point across
Actually let me just try out the add-on if it already covers the shaders first lol
I was so excited to try it I forgot I can do that, don't have access to Reno on my Deck yet but working on it
I think it's working, but I'm also testing it on deck for now. Forgot to grab Liliums tools
It's working but in some places its borked
It changed shaders completely when moving 1 tile back and forth
Generally it's no issue so far it seems to be only inside thar forest
UI slider not working but not an issue - some UI effects have very nice highlight FX I wouldn't want to mess with. A lot of the game HDR FX is actually in the UI highlights which is ok (like card foils, shimmer effects and sparks)
Just need to find a fix for that black screen
(tried scaling offset didn't help)
Is it good tho
Missing output shader likely (PQ decode on Linear color)
Thouuuuugh. Oh I guess maybe UI is post-processed, else scaling would work when things look fine.
Unless maybe there isn't always grading, I dunno.
Feel free to send dump as usual, or I'll have a look at demo within next days.
#1413695723404398674 message
Yes
Might be new favourite deck game
Final version should be out soon but hopefully shouldn't change anything this time around, I'll make a quick dump
hey has the addon been updated to fix the purple issues in cairn?
ive only seen it happen a few times but i think there are a few shaders that arent patched properly yeah
Not yet.
Here added a couple shaders
it works! โค๏ธ ๐
is the black stuff supposed to be coming out of the chest? I only noticed in the screenshot. it's probably fine? i'll do another test in sdr
sdr/hdr
hmm yeah some highlights black out. maybe missing upgrade or something?
reducing bloom to 25 gets rid of it
it's not affected by other sliders, even with fake hdr+100 it doesn't break it, it's only the bloom (default 50) that makes it go green-black
found it, tonemap offeset=2 or more fixes it
chest is fixed too ๐
Working superbly in this week's Epic free Boxes: Lost Fragments ๐
Is Game/UI brightness still borked?
Probably needs similar offset, but I'm guessing game has two post-process passes, one after render and one after UI.
I might have to slightly tweak shader code for proper scaling, lemme know!
I think it's actually fine. Just like with the previous game (and a game like Ball X Pit) it's hard to say what is UI and what is "game".
I like the fact that cards have sparkly effects on them. Think of it like Hearthstone. I wouldn't want the cards to be dimmer than the board. It's all part of the game.
It's not like a conventional HUD that needs to be adjusted for HDR/oled display concerns.
What changed in this version was that UI slider affects the "in development" text and for some reason the menu parts of the game - the hub area, where you pick your characters and upgrades and choose the map. Although it uses the same assets as the game. I think it's just interesting. So both UI/Game should be left at default, except for the in development watermark which is just for the demo so everything is ๐
But if you would have to do additional tweaks so it would work out of the box without the offset, idk, i don't need it for myself the fix works just fine. could just add comment to do the offset if you'll list it as compatible (I bet this game will be big just like the original, the concept is a lot of fun and novel with all the expected VS charm)
I would be willing to bet on it will become the most played steam deck game
Anyone tried this with Eternal Return?
Nothing is broken, just brightness is capped at 203.. what would be the first option to try?
Swapchain Proxy didnt help
would shader dump help? btw game is free to play
Oh, I played that a bit years ago
Didn't think ReShade would hook since anti cheat, good to know. I can check game some day.
well at least it launched
cant see any anti cheat
warning or whatever
i am about to play with a friend
Resources upgrades (RGBA8_typeless to Any Size or RGB10A2_typeless to Output Ratio maybe).
You can also try to change some of game's graphic settings like AA or upscaling if there's such thing.
first one didnt help and there is no advanced settings
might try actually load into match
Awell yea shaders dump would help indeed. Though there may still be something else clamping the game.
Will have a look soon-ish
Well good news at least we can hook ReShade addons in this!
Did you have the time to look into cairn?
I'm very slowly playing through to reproduce the issue, haven't found any "indoor" yet nor have I seen any purple transition sorry
No worries. I was just curious
ngl, I think some of the games that the unity addon supports might need their own addon, since it seems that some of the upgrades just apply a tonemap over an already tonemapped image
How do you mean? Any examples?
I'm guessing Beat Saber, yea I'm pretty sure I would've mentioned that as soon as I checked the very first dump you said.
Still ended up adding the few output shaders at your request, but yea no way I add hundreds of game specific shaders in this addon.
Turbo Overkill
unless you use the alt rendering, it looks like it's applying another tonemapper over ACES
Huh? You wouldn't get any highlight if that was the case, since original ACES tonemaps down to 1 (SDR)
I haven't checked game for awhile, but it used to be a game specific mod anyway
Was merged into Unity Engine addon without any "loss", it's the same.
Replaces Unity's SDR ACES with HDR equivalent.
(rn I've just been patching your unity addon)
Aw yeah that I dont know about. But I dont think anyone ever said it was supported by this addon..?
I've been patching your addon to make it work
it's...
well it works, but I think you'd be able to pull it off better
but also the shaders need deeper modification in case there's information that's being tonemapped before being tonemapped again
Yea I've seen the few pics/videos you sent, sorry I didn't have time to have a look but I'd like to help when I get the chance.
Whether it ends up being in Unity addon or its own dedicated mod I mostly don't care, unless there's an extreme amount of game-specific shaders to add that won't benefit any other game.
No idea, demo I can give a quick look though
Yeah its on steam next fest now
It has HDR but its pretty subpar
I would look insane with proper HDR
both is also good
unity for "it works well enough" and standalone for "upgraded by the book"
Aw right. You probably want to disable native HDR for this addon to work.
OH
also, ULTRAKILL is on sale rn because the fraud layer released, I'd recommend it, it's a good game
I kinda doubt there's any tonemapping in ULTRAKILL... Can't remember if I had a look.
@mighty falcon did back then and iirc he said there was a painful amount of permutations based on weird stuff.
wait, if there's no tonemapping, wouldn't that be better then?
Like uuuh, being underwater and/or dual wielding and what not
oh yeah for that they're just different output shaders
there's 4 output shaders in total
Is there any shader code clamping the game?
Like, isn't it unclamped just with resources upgrades?
Likely with a bunch of artifacts/NaNs
yeah it's unclamped with resource upgrades, but with NaNs
I know you posted something to fix the NaNs
and I did apply them
It may not even be rendering in HDR originally I dunno, would explain why upgrading stuff makes shit go crazy
I just need to figure out how to "fix" the DW and DW underwater shaders
since the regular shader and the underwater shader are fixed with my patch
What's the issue? Feel free to share corresponding shaders I can try to help, though tomorrow coz I'm heading to bed now
oh, with the tonemapper the NaNs reappear
but I do have an idea on how to "fix it" (bandaid patch)
anyways, here are 2 turbo overkill shaders that have NaNs
Ooooh right forgot about that, thanks for reminder.
I played through before the update that brought alt grading, and if I got it right this doesn't happen with ACES.
Not sure what you mean exactly, I don't mind either way.
I feel file may be large for just a swapchain upgrade, compared to AutoHDR addon or even the actual generic RenoDX.
Then again I don't mind, if you think that'd be helpful go for it!
I meant this (by MajorPainTheCactus, updated by @junior patio)
Oh, I haven't been able to keep up, I assume you mean in Display Commander?
Well maybe this AutoHDR addon can help..? Afaik it is really just focused on upgrading swapchain.
I think you probably already know about @cursive matrix's example addons, especially swapchain_override.
Taking a quick look at this, game's doing something I haven't seen yet and not really in line with how this addon works by leveraging Unity's post-processing.
It seems that rather than using Unity's own grading (Internal LUT) or Unity's external LUT support, they went with slotting a baked Arri LUT into internal LUT slot.
I could make a custom rule in this addon to handle this, though in this case I feel a dedicated addon might make more sense. On the bright side either way should be pretty straight forward. Will try to get this to work within next days.
Ah lol, post-processing is skipped when setting game's Graphics to "Low" so it's unclamped there with just resources upgrades.
Means addon will have "Normal" or above requirement, at least in the first place.
Thank you
I've been playing all evening and wasnt banned for reshade, so i think its okay
You should be fine. But since its f2p you could always test it on another account
Although even that might take a long while. I just don't think it's even possible to actually get banned for using a Reshade mod like this.
If it's a competitive game they have their hands full with going trough actual cheating reports and that's what really matters you'd have to get reported first unlikely they even check you this much unless anticheat actively flags you for an immediate ban but I don't remember a single case of this happening yet
And for other games like gacha they only check for cheating the currency etc which is always server authority based
Honestly, my PoV on this is that if Anti-cheat allows it, it's ok.
Like, how would they ban you for their anti-cheat being malfunctionning..?
You can try this, though be aware I wrote addon at work during break so I wasn't able to test anything nor even launch game with it...
Also I think I might use this addon to test newest RenoDX shenanigans when I can, so like, this really just is a draft, probably a lot can/will be improved at some point later.
@hearty bronze are you really gonna make a RenoDX mod for Monument Valley 3 ?
If so, hopefully you'll find out the key for generic unity to support dx12 ๐ค
i mean i'll take a look and see how complex it is i guess
will give it a go
didnt realise it was unity until you said
Best of luck then โค๏ธ
brightness seems ucapped
but the graph can go higher than set cap
dunno why, maybe some post processing shit
Is MV3 dx12?
I can take a look, but so far, Unity's dx1 2 is mostly d3d11on12 and I managed to make it work a few months ago already!
It's just that PEAK game that's still crashing but for some other reason.
does peak work in its dx11 mode then?
UI maybe?
I noticed this morning a lot of UI elements, even in title menu (which is all UI) things go bright
Someone reported it does yea
right ok
Oh, good news ! But how would that work with SK for example or RTSS ? Do they report d3d12 or d3d11 ?
Damn, never thought of trying to run MV3 in dx11, maybe it would be that easier
nice
i mean a lot of unity games can do it but i think its up to the dev to expose it as an option
Ah, so Unity not as flexible ootb as UE ig
No idea tbh.
Afaiu what happens is d3d12 swapchain, "rest is dx11", but that's with my poor understanding of how games work so take it with a bag of salt.
I know ReShade shows dx12 in this case.
Well, can't hurt trying ๐
I'll give it a shot soon !
so kinda like vulkan running through dxgi?
And let you know what they report ofc
Same with - force-d3d12, though be careful as I know some games don't work properly when doing this, e.g. all post-processing is skipped and such.
Yeaaa maybe, honestly I don't know enough about it to answer for sure
All right, so it does work with -force-d3d11 ๐ SK and RTSS both report d3d11
What's strange tho is that default settings look nothing like vanilla SDR, not even remotely close
Had to halve the exposure slider, push contrast, saturation and highlights saturation to get something that kinda gets to look closer to vanilla SDR but still can't quite figure it out
Tbf tho, in MV 1 & 2 I also push contrast saturation and highlight saturation to get something closer to vanilla SDR than defaults offer (which are "way off" the og look) but no need to touch exposure for them
Whatever they're doing vanilla before it reaches the display in all 3 games is really unlike most other Unity games I've tried RenoDX in
Yea that is weird. Uhm, any chance game is rendering in gamma space, in which case swapchain encoding in Compatibility settings should be set to gamma (or srgb, can't remember how I called it but not linear)?
Assuming slider isn't locked... There is a very slight chance it locks on the wrong setting, that'd be a bug I gotta fix. ๐
oh yeah here's ULTRAKILL shaders
the dual wield shaders need to be fixed
(and maybe the output shaders need to be less slapped together lol)
OMG yes that's it !
Thank you so much, I'd never have thought of that 
It was set to Linear ootb, setting it to gamma it looks exactly as it should with default values

It's so gorgeous now ๐ฅฒ
They are gorgeous now (all 3 games render in gamma)
I have a theoretical way to improve and make encoding detection more reliable (also with way less work for me).
Just gotta figure how to realize it, as I got no idea what code to use there. Probably gonna bother SF when I get some time to work on addon other than adding shaders.
I believe you use SK don't you. So think of this as same thing as EOTF or however SK setting is called, the one you'd set to Linear for most Unity games.
A few would use SRGB.
I do indeed. Got it ๐
could you take some screenshots?
would love to see
Will do by tonight
Just a quickie with RenoDX defaults and without spoilers so not much variety but enough to appreciate the upgrade ๐
oh joy there's another shader for 0-S
:)
I'll decomp it myself later
I'm not forgetting, this is just one of these things that might take more time than just adding the usual Unity shaders.
I'll probably need to spend some time on the game myself to figure out its flow as it's defo unusual/custom stuff.
Working 7/7 days exceptionally current week, but feel free to harass me next one so I start digging when I'm off.
@warm geyser any progress about Tales of Berseria Remastered?
What's that..?
DIRECTX: Version 12
'This real or d3d11on12
No demo ):
I've read some about Unity's dx12 progress and plans to make it default API, been waiting for this for a bit...
Please lemme know as any game might allow me to extend addon's compatibility (if needed).
DX12 default would be a good thing?
No idea really. It allows a lot of modern stuff (RT, FG...) but I'm not sure stability-wise...
Unity imo has been relatively careful about performance (hi Unreal ๐), and it's been awhile since dx12 came out so one can hope.
That said, most games take several years to release so it might be a year or two before we get Unity-2025 codebase/native dx12 releases I dunno.
Ngl most of the stuff I barely understand. Still an interesting read though
its dx11
but it uses none of the unity render pipeline
its a straight clip game
Aye. Addon handles some of these, mostly with "BlitCopyHack", but it can get buggy at times especially in more graphically complicated games...
if you can find a shader thats just the render and no ui, gl
it seems to draw a new set of shaders depending on the region you're in
and settings
also the game has no hdr rendering
its rgba8u throughout
you still get some highlights on effects, but nothing crazy
looking good! have you tried messing with resource upgrades though? i feel like there are a few things still clipping but maybe not
What's wrong with that..?
Pretty sure that's just "White clip" slider, nothing to do with upgrades.
no i meant i thought there were a few things that look tonemapped that could be unclamped
could be unorm resources
How can you distinguish clipping from resource or from code?
As I said, that's pretty much exactly what Clipping slider does.
It's customizable, and nothing to do with resources.
Just increase value and clipping goes away, at the cost of some punchiness.
I mentioned here already that if users find good values for specific games I can add them to addon.
For now it is just an arbitrary 4 I think, which in some games can feel low.
sorry yeah i guess im thinking on more of a per-game kinda context instead of unity specifically
i guess its more standardised then?
yeah i was just guessing
I mean who knows, if interested you can always plug devkit and/or addon into some of the games.
I couldn't find a way to read jxr on phone so I haven't seen pics.
I have not, seems to be doing the right one ootb
Sorry about that, tried using jxr-to-png as usual but all hdr goodness got lost in the process (odd) so didn't include them
No worries, that's on me for not having any other HDR screen.
*currently except phone
I have never messed with that slider I didn't know it did that ๐
(I mean when I did I never noticed any differences or maybe it wasn't available that often, I can't remember) but the way you described it sounds like something id definetely like to adjust I just don't remember ever seeing it working
It's situational kinda.
Games that originally use ACES don't have a use for this, in that case slider is disabled by default (with Daniele).
Say, Voosh, idr... why in some games I can use Reinhard but in others not ?
Is it tied to Unity versions or smth ?
Rather game's behavior.
I replaced Reinhard with Hermite Spline in games with originally no tonemapper (straight clip).
I guess i gonna rely on RTX HDR? or is there something that could work? ๐
use rtx hdr for now
aye
Btw, Legacy Of Kain:Defiance Remastered just popped out, if anyone that love soul reaver series, interested on checking it out? ๐
@main wharf for some reason the shaders you added for sektori from this dump don't seem to be in the mod from the latest snapshot
giving a missing output shader warning
Oy', checked dump again, it is a single shader and it's defo in addon.
Maybe game update changed it, or different graphic settings?
Yeaaaaa that's just some UI elements, health bar and stuff.
I can clamp it to peak in swapchain in a latter version, doesn't seem to be a huge deal.
When I switched to tbe old addon you posted for it, the problem went away ๐ค
Weird
Huh
And you switched from... Current snapshot? Any chance it was an older snapshot?
I'll triple check in a bit, but like it's one shader, doubt I got confused when I looked this morning.
Unless the snapshot link in that script is outdated it should be latest
Happens dw
Welp, super nice new little Unity racing game dropped, iRacing Arcade, but it's dx12 only, can't use -force-d3d11 argument so it's a RenoDX rip ๐ญ
Hopefully dx12 support is around the corner (pun intended), this game has a great HDR upgrade potential ๐
When you said Unity Racing game. Carx Street came to my mind. So I tried it. Sadly UI controls all the brightness, peak kinda works. No other sliders work.
I mean, support is already there, a bunch of dx12 games are already supported and work fine.
Comes to my mind Syberia Remastered for example
That is assuming it is in fact just dx12 presentation through d3d11on12, which so far most Unity games are using.
Hmm guess I should try then ๐ค
figured out what happened, user error with my own script
I installed as 64 bit, then it didn't work cause the game was 32 bit. So I reinstalled with the script and didn't update reshade/addon because "it just downloaded". I forgot that it only downloads the addon based on the 32/64 bit selection
so 32 bit was outdated af
sorry to waste your time ๐
Mmmh, Scaling Offset in Compatibility settings may help, if available.
All good lol, took 30s to check for that one single shader
Tells me output shader is missing
UI doesn't show at all lol (text, buttons)
Tried it now but nope still same
@main wharf apologies but can you briefly guide me through the dumping process with devkit ?
Been such a long while since last time I did it I forgot everything
Huh. The UI thing is odd.
I assume you're using swapchain proxy? It's likely needed anyway in dx12
Nah it's not pinned actually
I probably should
I wasn't using it but now with both addon and devkit, the UI shows
Go figure... lol
Ah. Devkit forces some stuff. Afaik pipeline cloning is one of them, which might be the key here.
Never found a use case for it, easy to add a toggle.
@main wharf I'm going through some old unity mods and seeing what I want to deprecate in favor of this one. Would you be cool with me making a PR with settings auto applying?
Well it's seemingly the devkit indeed, without it it's back to no UI and all ๐
But I think I got all of them little rippers
(Should it matter, this was with all graphical options turned on and cranked)
Yea feel free indeed!!
Interestingly, some little renders (like small cars or characters in UI cards were upgraded when the main render (background in the menus) wasn't
Time for another compatibility toggle then.
Yea, I saw this in a consequent amount of games.
Pretty much why I started adding UI shaders (some also happen to be shared among several games) and a UI behavior toggle (2nd or 3rd option should be clamp/SDR).
okay only one of the mods I'll deprecate needs anything added
Jon says he'll deprecate some mods -> 
checks witcher 3 channel for new messages ๐ฐ
feels relieved

The latest "renodx-unityengine.addon64" from February is messing with the color grading of the game I'm currently playing (Berry Bury Berry), I don't have any issues with the version of december / january, is this a known issue ?
Internal LUT I assume? Possibly, I rolled back some change that was causing issues in a few games and I figured code didn't make sense anyway.
I have an idea what to do instead, just need some time to test it before I commit.
Thanks for report as usual! โค๏ธ
I figured out before you replied to me but yes it's related to the "LUT Shaper" setting, it was set to PQ by default for both versions but the latest is significantly changing the colors so I just swapped to Vanilla and it's now look as intended.
I did the testing on the January version between Vanilla and PQ and the difference is extremely minor at least in the scene I tested so it's not a big deal for me.
Thank you for your work, a pleasure to help ๐
aw wait, forgot I had this in addon:
void OnInitDevice(reshade::api::device* device) {
if (device->get_api() == reshade::api::device_api::d3d12) {
renodx::mods::shader::force_pipeline_cloning = true;
}
}
Wonder if it's even doing anything ๐ค
I guess no, else devkit wouldn't make a difference, unless it's something else it does I'm not aware of
Let's make a toggle and see
Ah nevermind, it doesn't ever run:
//reshade::register_event<reshade::addon_event::init_device>(OnInitDevice);
Makes sense
Thanks! Only one Uber shader, hopefully covers the whole game. Else feel free to dump more and send!
Also added Force Pipeline Cloning button, hopefully that fixes the UI thing.
Heading to bed now
Thanks so much โค๏ธ, gonna be testing now
Welp, still no UI elements and if I enable pipeline cloning, it just won't boot
Something is wacked with that game ๐ข
(with or without SK)
Mmmh. Nah, might just be skill issue tbh, I probably derped something.
Yeaaa will have clearer mind when I wake up then I see
Yeah I got races to win 
Forgot to mention it does a weird horizontal full bright white bar right after booting, at one of the first splash screens
Can try pipeline cloning off, just with devkit loaded instead to at least try HDR.
But playing with devkit can cause performance drop/instabilities so I wouldn't recommend long sessions.
I'll give a try, but yeah it caused some very noticeable stutters
Nope, something is very wrong, on track sessions are all weirdly colored, with missing textures
hey gang, let me know if I'm doing this right. Trying to do an upgrade to Esoteric Ebb (using demo right now). Seems to black out when set to PQ. I got the reshade log/shader dump, let me know if there's anything else I'm supposed to provide for the process:
I've setup renodx and tried to do it myself. I found the shader and just added the
" o0.rgb = renodx::draw::RenderIntermediatePass(o0.rgb);" line and I guess it's a start. Game brightness works but ui has something that renders to the peak nits so gotta fix it later. Or at least try cuz I have no idea what I'm doing. Bloom might be clipping too.
this is the shader I'm working on.
voosh doesnt use the draw:: functions
he probably has the equivilent of intermediatepass somewhere
// Arri Log C1000 Encoding
r0.xyz = r0.xyz * float3(5.55555582,5.55555582,5.55555582) + float3(0.0479959995,0.0479959995,0.0479959995);
r0.xyz = max(float3(0,0,0), r0.xyz);
r0.xyz = log2(r0.xyz);
r0.xyz = saturate(r0.xyz * float3(0.0734997839,0.0734997839,0.0734997839) + float3(0.386036009,0.386036009,0.386036009));
// 2D Lut Sampling
r1.xw = float2(31,0.96875) * r0.xz;
r0.w = floor(r1.x);
r1.yz = r0.yz * float2(0.0302734375,0.96875) + float2(0.00048828125,0.015625);
r0.x = r0.x * 31 + -r0.w;
r1.x = r0.w * 0.03125 + r1.y;
r2.xyzw = t4.SampleLevel(s5_s, r1.xz, 0).xyzw;
r0.yz = float2(0.03125,0.015625) + r1.xw;
r1.xyzw = t4.SampleLevel(s5_s, r0.yz, 0).xyzw;
r0.yzw = r1.xyz + -r2.xyz;
o0.xyz = r0.xxx * r0.yzw + r2.xyz;
You could work in this shader, but I would definitely check where LUT comes from by clicking corresponding 1024x32 SRV in devkit, then History on the right side.
It should show which draw generates the LUT, at least in dx11 and if lutbuilder draws every frame/doesn't hide.
Another way would be to dump and decompile all shaders, then search the folder for 13.60 which should be part of corresponding Arri Decoding. Usually gives away lutbuilder shader, in which color grading and eventually tonemapping code are.
Weirdly colored might be a different output shader? Couldn't find any typo in the one I added already, but permutations are fairly common.
You'd want to make sure to dump these shaders aswell by actually getting in game with devkit, not just title menu.
That said I have no idea about crash on launch with pipeline cloning... Button is simple, just enables the flag. I guess the fact it's crashing means button itself work, but then why the crash when it works with devkit mmmmh...
Maybe share ReShade.log from the crash, in case it shows something obvious.
I had gone in game and played a complete race with devkit before sending the dumps and even went back to the same track to make sure once that weird color + missing textures issue showed up, applied to all 
I'll reproduce the crash and send logs indeed, as soon as back on PC
why does it say this on pcgaming wiki and who can edit it, if we have a working unity engine addon for it?
recommending autohdr over reno is yikes
I was also checking the patch notes, includes "HDR compatibility fixes" that's all they said ๐คทโโ๏ธ
I bet it's garbage. i'll test it out
generic mods aren't allowed to be mentioned on pcgw
only the specific mods can be added to the reno page and that will populate the hdr section for said game
with "X - No Native Support: HDR experience can be improved with reno"
E33 for example
why not? how is suggesting to use autohdr in any way better?
ask the mods
these comments are probably from before the big reno/hdr discussion
yeah this was a weird discussion
I feel like we should definetely talk to them more about this
it just makes no sense
anyway here's game's official "fixed HDR" clamped to 400 nits (i'm not sure it's getting any new detail, can you tell?), reno 400 nits and reno 1000+
just looking at the graph for native it tells me it's garbage
why is everything like this?
be my guest
i doubt we'd achieve much more than a year ago
maybe we can get a small footnote on Unity/UE pages about the generic mods, but that's it
I read trough that and it still just blows my mind they're ok with dedicated mods (which can be based upon generic so it's technically the same thing or even more of a "hack") and just straight up recommending the autohdr addon, but not universal addon, do pcwg mods even understand what does all this do? the autohdr push as an "easy fix for all things hdr" is really frustrating to see
you're forgetting that a lot of game notes are community sourced and not always double-checked by mods
ie Valorant had a note about w11 AutoHDR working with the game
if it would be me I would just add a fixed note to all UE/Unity games "possibly working with universal reno addon, check github/wiki etc" just direct users to research themselves
at least send them to the right path instead of pushing autohdr as "the fix"
(Game pops a small unity window thingy with progress bar (looks like a crash handler collecting stuff imo) before the game actually shutsdown)
No idea. Some (Unity) games are entirely broken when HDR is enabled, might have been the case I dunno.
Addon fixes that in some cases (:
Yea looks like SDR scaled up, something I've seen aswell (Osiris New Dawn).
Tonemap to SDR/Clip, then scaled later before PQ encoding.
A bit nasty ngl...
At least usable/not fully broken
D3D11On12CreateDevice ok so that's confirmed at least.
Shaders are registered twice, everything is fine.
14:42:36:677 [48252] | ERROR | [RenoDX] utils::shader::PipelineShaderDetails(Failed to replace pipeline)
I'm guessing this would be the issue. Mmmh, wonder if it's worth updating to most recent RenoDX codebase...
I'm a bit scared I break everything lol
Makes even less sense given Unity addon was built out of a bunch of individual game mods... It's even better than the dedicated mods I did before since I learnt in the meantime.
But yea, it is what it is, won't lose time arguing with PCGW staff about it. Let users enjoy AutoHDR I guess, I somehow don't mind. Not gonna claim what I do is better, ultimately to each their own ๐คท
Time to make some new branches.
Aw shit, uhm... Not sure how to push to a branch in downstream. Ugh
Aw nvm, pressing "Publish branch" allows me to select downstream. Don't mind me, no idea wutimdoin
Works, nice
Maybe this..? I got a bunch of settings linked to cbuffers.
Aw is advanced settings... Nevermind I don't have this.
Happens sometimes.
-
try toggling fullscreen/windowed in game and forced toggle in reno (use .ini)
-
reinstall Reshade and addons
-
toggle upgrades
-
toggle windows/Nvidia HDR
Etc
Ussually there's a solution. I've seen this quite a few times
A clean reinstall and then slowly adding stuff in is ussually the best approach. Load with just Reshade, then Reno with everyting disabled (use .ini) and start turning stuff back on. Should be fixable
It shows like this
Fullscreen doubt. Probably not a thing with dx12/d3d11on12, though who knows what obscure thing may go on if the dx11 side of the game has EFS with a dedicated setting ๐คท
Honestly I have no idea what was the cause, but I know exactly the popup crash window they're talking about, all I ussually tried is just retrace steps reinstall and toggling everyting is all you can do
and eventually I got it working, without ever knowing what it actually was
Decomiled all the shaders. I found this is the only file with 13.60 in it and it doesn't show up in Devkit.
Oof, yea so either baked LUT or hidden lutbuilder. It looks like it's sampled in two different draws though, maybe two post-processing passes (?).
Dump all decompile all may work, provided shader actually decompiles. Some have to be decompiled to .asm, edited, then to .hlsl and edited back because 3dmigoto issues...
Woops sorry I sent answer before I saw this. Nicely done! Lemme have a quick look
Definitely a lutbuilder with usual (HDR) grading, though I'm not sure about the end...
I'm at work now 
Looks like srgb decode kinda but whyyyyyy, there's no encode
Dunno if it's gonna help but these are all the shaders.
#1398229844722057327 message
mega necro from hdr den, but booted Oxenfree 1 today and if I understand correctly, swapchain encoding set to Gamma but UI slider is capping peak brightness?
just bumping with a photo when LUT Shapers is set to PQ
I added the one shader from dump this morning, just forgot to share build before I left home 
hah, np! thanks for taking the time to do it!
Uuuuh, gonna take one or two more days, laptop issues
Homura Hime, the cute anime Nier like arpg (that also feels kinda nostalgic of older games somehow) that we fixed HDR for in the demo is out, and it's getting great reviews I recommend giving it a look (or a try) it's definetely on my must play list
Gameplay is often described as a mixture of a little bit of Touhou x Sekiro x DMC
@main wharf initial planet of lana 2 dump, reshade log included
not tried unity engine reno yet
Trying Planet of Lana out and noticed a couple oddities
Reno will show frostbite, hermite spline and dice in the main menu and start of the intro
But then it will shows daniele, reinhard and hermite spline once the first enemy encounter happens
And at that point I can't figure the correct tonemapper to match vanilla's look, something doesn't really match
Hmm seems like LUT Shaper is the key ๐
Both it and toneapper set to vanilla actually*
Ah, at some point it says missing output shaders, I'll replay from the start and dump it all up until that point, hopefully it's all that's needed for the rest of the game
I'll keep playing with devkit and auto dumping just in case but here are hopefully all the necessary shaders dumped
First one?
That isn't unusual.
Basically game is just not tonemapping in title menu, but tonemaps (ACES) in game.
Addon follows that behavior, default tonemapper should always be right one.
Ultimately it's not really intended behavior, just a side effect of addon being universal. It can't make a difference between two situations in same game or two different games, just adapts to whatever original code is at any given point.
Well that's the odd thing, is that so far it is mainly "not tonemapping" then
Only some stylized moment does get tonemapped iiuc
And unfortunately, all tonemappers but vanilla are "incorrect looking" at that point
This will change when I get time to update code.
I'll likely remove ACES/Daniele in favor of extended curves + display mapping, so it will always be Frostbite/Dice/RenoDRT (something something psycho).
That'd be missing output shader, or slight chance of missing lutbuilder aswell.
Got laptop stolen last night, I'll check dump as soon as I can...
Bruh, so sorry to hear that... cursed be that mofo who stole it
Thanks btw! @lapis schooner aswell
You're welcome, least I can do
Damn crackheads... Getting used to big city (moved from small town where shit like that doesn't really happen).
On the bright side is opportunity for upgrade. Though I might have to delay buying HDR screen by a month or two 
Big city bruh then
Oppotunity for upgrade is one way to see it sure but damn, I suppose you weren't insured against theft ? :/
Nope
np, it was just the first 5 mins or so, there may well be more but thought it's a start
@main wharf played through it all, in a few sessions tho (with autodump each time) so hopefully it did dump them all
I would pay you, I mean like, $30 but hey I would pay you lol. I really like how the game looks with it installed but I have to use rtx hdr for now and it is not really even comparable.
hello i just bought the first game on the steam sale and was wondering if you knew any particular resource upgrades for the game?
Defaults are good ๐
You might want to switch to vanilla tonemapper and vanilla instead of PQ for LUT Shaper in some moments tho
Otherwise it will mostly just work ootb ๐
thanks man!
New laptop โ
VS Code and stuff set-up โ
Finally a couple days off โ
Right time to bother me with stuff folks
Aaaw, well I guess I already got quite a lot of stuff to look at. Soonโข
what'd you end up picking up?

MSI Vector 16 HX AI A2XWX
Intel 275HX, RTX 5080 (16GB vram). Not highest tier but still huge gap from 7yo laptop. Jumped one GPU gen, and mostly twice VRAM. 8GB was quite limiting for gaming.
First things first gonna replay Forspoken.
seen one of those, its a big boy
A bit confused about AI and NPU stuff, no idea about that tbh...
Will see incoming days how it goes, so far I just spent hours installing and configuring stuff.
Still missing HDR screen tho, but yea it is what it is ๐
I don't live I work, it helps somehow.
I'll be equipped by the time I get (a lot) more free time in June, likely sooner bcoz.. ugh, as you said 
It'll come fast, June is like just around the corner
A lot of the games seem to just work out of the box by now so hopefully we don't have to, much, anymore
what do you think the odds are as more and more shaders are bundled in, that these are reused and increases the odds for out of box compatibility for other (new or untested) games?
How do these shaders even work from the developer side? Is it something they pick from the engine, or something they create themselves?
Probably a bit of both? so if a game has custom shaders that's when it will always have to be manually added, but how common it is that games use unified shaders, like for example if you added new shaders we discovered in X game, how often does this even help other games or are we mostly doing custom shader hunting now?
๐
More and more shaders dumps only have like 1 on 5 missing shaders, 4 others being already in addon.
I don't know anything about the dev-side of things, that'd be a question for a GameDev, maybe @strange shoal.
Shader-wise it very much depends on the pipeline used. Always shader permutations occur when different post-processing effects are used.
HDRP seems more consolidated as it has the lowest shaders / game ratio.
URP is a mess, something about cbuffers...
Custom post-processing shaders seem rather rare. They mostly come from either Unity, or some of its store assets, both of which are added to addon.
I'm pretty sure Unity has been working and adding stuff for HDR too. A smartest approach to this rather than "shader hunting" may be a more engine-specific mod, e.g. BepInEx, that uses Unity's native HDR stuff to upgrade games... But that's way out of my league
I would wager 99% of unity devs use the native tonemapping tools which also support HDR
usually post processes are made with internal HDR in mind so display HDR should work naturally
Especially HDRP, URP on the flip side probably still has people doing naughty shit like they did in BIRP
case in point Beat Saber
Here should have the missing shader. Also has Esoteric Ebb one @verbal lotus
Thank you ๐
oh nice i had put that on my wishlist a few days ago
I've just been playing through the demo, there is SO much content in the demo alone, save transfers too!
Literal night and day difference in the quality! Is there any specific resource upgrade I need to do for it?
oh good to know thanks
Default is enough most of the time.
Upgrade RG11B10_float if colors are clamped to bt709 even when increasing saturation (Lilium's Analysis' CIE graph helps there).
If still SDR range (= clamped to Game Brightness) then it's usually RGBA8_typeless to Output Ratio or Any Size, or sometimes RGB10A2_typeless.
can confirm that it needs RGBA8_Typeless to Anysize for it to break past 203:
looks like the shading for the game is intentionally flat, not sure if it's gonna go past 203 nits imo
Tbf this was testing in a cave, I'll see/post a new screenshot in the outside to see how it looks
ah yep, you're right
FakeHDR boost in Effects may help.
Feel free ๐
Should be fixed here, thanks for report!
Also pushed to git so snapshot should be updated within an hour or so
Thanks for that!
Tried Mirage7, addon breaks rendering pretty bad so I was about to dump shit from it but I can't take it anymore that game is such a PoS lmao
I could only cope with it for like half an hour, it's that bad 
It's not missing output shader, is it ?
Probably resources upgrades then. Make sure you've got minimum (just default one) enabled. Actually, a very few games don't need any upgrade at all, except swapchain which is always upgraded anyway (scRGB or HDR10).
Could confirm by disabling the one default upgrade and see what happens. If upgrade is needed, then Resource Cloning sometimes helps with stuff that breaks.
Hmm, nope, didn't prompt me about that, ootb seems to do the right things upgrade wise, it's a 32bit game tho (if that even matters)
But it's just some terrain appearing higher on the Z axis than should be, some distant shit not rendered... tho judging by the gameplay, VA and graphics, I'd bet this game is held together with gaffer tape 
Uninstalled anyway
Do we have a like step-by-step guide on how to dial in / verify the effects pinned somewhere?
When I drag up the Brightness sliders, the game becomes brighter. Does that mean it's actually working?
Though some other sliders seem to do nothing at all.
When I checked the screen recording in Premiere Pro, the brightest spots form a flat line in the lumetri color.
I guess that's because a general mod like this can only affect the whole output, rather than making a bright spot actually brighter, right?
What's the game?
I'm not sure really, are you recording in HDR and does Premiere Pro support HDR videos? Things could be going wrong at every step that way, I'd suggest to instead use @junior patio's HDR Analysis shader so you get live info in-game thanks to ReShade.
Shaders can be found in ReShade installer, or can be downloaded here.
Also uuuhm, 500 nits is very high for both Game and UI Brightness
I just installed the analyze shader, and it seems to output to 500 nits at least
Yes, I know how to process videos in HDR workflow
Bright color goes brrr
Game is Gakuen Idolmaster
(PC version is on DMM)
Yea nah something is off. Game brightness is not Peak.
Though I get it can be confusing as Peak Brightness slider is missing (which means addon doesn't find a shader to apply tonemapping in).
Speaking of which, the majority of the game is affected by UI Brightness, only a tiny amount is affected by Game Brightness (e.g. the outline of the characters)
Aw wait I see black bars. You may need to increase R8G8B8A8_typeless upgrade to Any Size to unclamp things.
Then uhm, can try to change BlitCopyHack to "On" to allow tonemapping/grading. You may have to play with Scaling and Tonemap Offsets sliders (all in Compatibility settings) to get things working properly eventually.
Ultimately this seems to be F2P so I'll try to have a look.
Don't get your hopes up, the few mobile gachas I looked at were pretty tricky to get working properly.
The sliders in the Compatibility section are all locked (detected automatically I guess?)
I just tried setting the R8G8B8A8_TYPELESS to Any size, and the analysis now shows up to 1000 nits; and the color now contains a whopping 0.1% DCI-P3 XD
Though, it now causes some flickering...
I will try Output ratio I guess
Aw right yea I see they're disabled on screenshot if I look carefully, my bad. Yup' it means none of them is available.
Well ultimately game seems to be clamped by resource format only. You can addon along some ReShade.fx for displaymapping.
SpecialK may work nicely here aswell with 8bit remaster (?).
I doubt Output ratio works. Ratio is not preserved because of letter-boxing (black bars).
Well, unless you can somehow disable letter-boxing, either in game settings or with a mod, but I guess that's a smartphone game quirk
Oh yeah, I got it now
Previously when it wasn't working correctly, it's only rendering as high as the Brightness settings. So the default 203 makes the game really dark.
But now with the _TYPELESS set to Any size, the game still render up to 1000 nits even with 203 settings.
Yea. Game Brightness is basically "the point between SDR and HDR" (or in this case UI Brightness but that's because addon isn't properly working in this game).
Anything between 0 and Game Brightness value is still SDR, so pushing Brightness to crazy high values will effectively just produce brighter SDR, which is usually undesirable.
With the right resources upgrades, the extra range you get above Game Brightness value is effectively unclamped HDR, details unseen in SDR.
Ultimately this seems to be F2P so I'll try to have a look.
aaaah, needs a VPN and all.
Is there a good strategy to finding working settings for untested games, besides just blindly trying everything?
For example, Superhot mind control delete works with these settings. But the only slider that works is peak.
Do I need to try different upgrades/options, or do I have to dump shaders?
Yea there is a strategy in that most settings are there to solve specific issues.
So depending issue, some settings don't make sense to change.
I'll write a guide in a bit.
Oh, uhm SUPERHOT is supported I think. Iirc they use a few custom processing shader, so shaders dump + ReShade.log may help indeed.
Can't remember if I own sequel, maybe I do, will check later.
That makes sense, it's just not clear what each setting does for finding the right ones.
I just thought to test whatever unity games I have in my library, to add them to the wiki. RDXC users would have an easier time
I can dump shaders, but I'm not 100% sure how it works. Do I have to load some different levels and such, or just loading the game is enough?
Because I might miss some
Had to google RXDC ๐
I assume is https://discord.com/channels/1408098019194310818/1474481327691665553
Haven't had the chance to try it, looks nice.
Can it scrap settings from RenoDX wiki into ReShade.ini?
Maybe needs some specific format on wiki, right now is a bit messy I think.
I think it scraps the wiki and puts game specific notes in the info button on the game's card. But for specifics you'd have to ask @surreal haven .
Iirc, the only override it currently does to reshade.ini is auto disabling generic depth/runtime sync.
It added signs for generic unity/ue games to clarify their status (working, wip, not tested), so I thought it'd be good to add entries to the wiki.
yeah any game with a game specific note will have it listed in the speech bubble on the game card
i'll look at automatically adding this to the reshade.ini to see if it causes any complications
Depends on game and how it handles post-processing.
Some change shader when user changes game graphic settings, some change shader depending on scene when different effects are used.
Most simple ones only have a single shader. Might be the case here, I don't remember adding more than a couple shader to have og SUPERHOT working.
Just make sure to actually get in-game, past title menu, as it seems common that title menu even if rendered, does things slightly differently.
can't find the 32 bit devkit
Same link but change .addon64 to .addon32.
https://notvoosh.github.io/renodx-unity/renodx-devkit.addon32
Actually I did find something. UI brightness controls game brightness
I'll try dumping now
Was looking through my library for unity games to test. I'll do this one in 2032
weirdly enough for esoteric I noticed peak brightness is now gone in the settings, not sure what happend (I did switch from demo --> full game, but copied reshade/dc/renodx all over)
Mmmh, sure it isn't missing just in title menu or something, and appears once in-game?
Or game is using different shader but that'd be lutbuilder... doubt
Oh, @mighty falcon was working on that.
I don't think it'll work with generic addon, pretty sure I was waiting for dedicated mod so I didn't add shader. I do have the game tho, could take a look I guess.
gosh dangit, you're right haha. 
Yea sorry about that... Quirk of addon trying to be "smart" and only show things that are available.
It's aimed at making more obvious when a game isn't compatible (no peak slider means addon isn't currently tonemapping), but as a side effect this can happen.
Fwiw I don't think this is reversible though, so if you go back from game to title menu, slider might still be there.
Will likely disappear again after a game restart until past title menu, but values are saved/restored all the same.
Well I'm not even sure shader decompiled properly, can't understand much of the code.
I just removed a saturate, added tonemapping and bloom slider to what looks like bloom.
Might be broken, might work, you tell me ๐
Tested around a bit, seems to mostly work.
Sliders all work (I thought UI brightness didn't work, but it does. Some parts of the UI, like the lives meter or active hacks are just tied to game brightness).
Some things are clipped occasionally, like the sky or some windows.
Bloom at 50 looks very subtle, compared to SDR (SDR/Bloom 50/Bloom 100)
Oh lol, that bloom applies to text too. Yea these would be affected by game brightness as I placed scaling after post-processing (bloom included). I guess parts of UI are rendered before that. sigh
The windows I dunno, might have to buy the game to have a proper look and try to fix that stuff. Things are definitely custom here, looks nothing like Unity's usual post-processing.
Aw, it's on sale on GoG... mmh, though I wouldn't look today, kind of stuff that may take time and I'm about to eat and catch some sleep. Back to work tomorrow
Devs handed it out for free to everyone who bought the first one, that's how I got it
I'll maybe go back to retest the first one, if the wiki is accurate or not
I bought first one after sequel release lol
noooo clustertruck is dx9 wth, would be such a great game for hdr
but no luck even with dxvk
Oof. Well I've read dx9 support is in a good place now, I have yet to do first dx9 mod though.
Would've been Guild Wars if @haughty dock didn't manage it first.
The few games I'd like to mod first aren't Unity though (DMC, Bayonetta).
No idea if dx9 Unity games have shaders in common, between themselves and with dx11 ones.
Probably will have a look someday
I never finshed it fwiw. Shader issues I couldn't figure out.
@main wharf Could you explain the lut shaper vanilla/pq?
My friend pedro is listed on the wiki as just swapchain proxy + tm/cg not in real time, but LUT shaper at PQ seems to lose the og color grading.
HDR works with vanilla here, but I've seen games where it clamps to SDR.
looks like there's a lot of post processing going on, so might have something to do with that?
I thought Unity was everywhere you looked, but turns out I don't own a whole lot of it myself
Lut shaper is part of TM/CG not real time, so you changing it requires to rebuild the LUT (which depends on the game, sometimes pause menu, sometimes changing some graphic setting, sometimes reloading level...). Can't remember for My Friend Pedro, worst case just restart game so it takes effect, though usually reloading level or going back to title menu is enough.
Vanilla LUT Shaper, depending on pipeline/game, is Linear or SRGB (both SDR) or Arri Log C1000 (HDR, raised black level because borked decoding formula in Unity source).
PQ (with bt2020) is HDR (proper black level, WCG friendly).
It should work with both PQ and Vanilla tbh.
Just it can't be changed any time because LUT is built once with one encoding then stored.
Changing Shaper without rebuilding LUT causes a mismatch between lut builder and lut sampling shader (aka Uber Post Processing) which always runs all the time.
If a game looks broken in PQ and reverts to normal with vanilla it means it just needs a shader dump? Seen this happen in Bloodshed, but was confused since HDR seemed to be working in the menu/background (and ui slider works as well I think) but the game in PQ is broken (everything looks black and oversaturated)
If its not a lot of work for you when it's "almost working" and we get this obvious sign of PQ being broken is what im basically asking, I've seen this before
I could make a dump although that game is going fully for that old school raw style, but it could maybe benefit, it looked nice on the menu screen background
Yea needs a shaders dump.
LUT Shaper affects two shaders, lut builder and lut sampler (= Uber).
If one is missing, then it causes a mismatch. Most of the time it is the Uber, for which addon has a warning.
I didn't set warning for missing lutbuilder because it's way more rare.
To give an idea there are a few tens builders for over a thousand Ubers in addon.
Can still happen though and addon wouldn't warn about it.
Yea it's not much work, if sliders are available and working, even if game looks broken, that's already partially working.
Recent dumps have been about adding one or two Uber, which I all know by heart now, could edit them eyes closed in a minute.
Nice. I'll post a dump next time I play
Self reminder
So that's what was going on. Comparing them properly, they look identical.
makes sense.
In pedro vanilla lut is still HDR, in pummel party it was originally SDR (then dumped shaders were added and vanilla is now partially HDR)
PQ LUT in pummel party is still bitching about missing output shader on some maps/minigames and deepfries the image, but I am not dumping this thing again
because let's make each of the ~50 minigames use unique shaders why not
Probably different post-processing effects.
Bloom, Lens dirt, vignette, CA...
I don't think different shader is intended from devs, that'd just be Unity's optimization to not run unused code.
And that's mostly a URP thing, as HDRP enables/disables effects with cbuffers.
Tested some games and didn't try resource upgrades yet. But here's what I have so far:
Firewatch - swapchain proxy on. Works, but the brightness above SDR is pretty inconsistent. A lightbulb can be 700 nits and the sky/sun are 250-300.
Gang Beasts - doesn't work, needs a dump
Human Fall Flat (listed on wiki) - works like listed on wiki (32 bit/swapchain proxy/both offsets +1) - but like with firewatch it's pretty dim beyond SDR
Keep talking and nobody explodes - swapchain proxy on, seems to work.
Lost in Vivo - sliders work with swapchain proxy, but the game is caped at 203.
My Friend Pedro (listed on wiki) - seems to work with the settings from wiki
Pummel Party - works out of the box, some shaders are still missing. Vanilla LUT shaper mostly works, PQ sometimes freaks out.
Superhot (listed on wiki) - works. Bloom is weak, and most UI is tied to game brightness.
Superhot Mind Control Delete - swapchain proxy+gamma encoding. Works, but parts are clamped, bloom is weak and parts of UI are tied to game brightness
Total Chaos remake (demo) - seems to work out of the box, but haven't done much testing yet
The few clamped games may need RGBA8_typeless (default Output Size) to output ratio or even Any Size.
Total Chaos full game works afaik, people sent dumps and I added everything already.
I had added demo support day one to Turbo Overkill addon (same single dev), which was then merged into Unity Engine addon.
Yeah, I just haven't messed with upgrades yet, because I don't really know which is supposed to do what and I don't want to go blindly through all of them.
I'll have to check which more or less known games aren't tested yet.
Obviously without testing every obscure ballsack simulator 2016 out there
Forgot these two:
The Stanley parable remaster - 6 years to see The Bucketโข in glorious HDR.
Clustertruck - DX9, rip
I'm thinking of going through some possible missing UE games, but hell naw I am NOT dealing with file sizes there
Unity games are pretty light at least
Common troubleshooting
Do NOT use Exclusive Fullscreen mode (in game's display/graphic settings).
These steps assume all addon settings are set to default, and game is not yet in wiki compatibility list (use ctrl+F on the page to search for a game).
Game is dim, washed out => check addon UI for a warning about swapchain proxy.
- Warning => enable Swapchain proxy in Resources upgrades section
- No Warning => change Swapchain encoding to Gamma in Compatibility section
Highlights are limited to Game or UI brightness => try the following resources upgrades, added one-by-one with game restart in between so they take effect:
- R8G8B8A8_typeless from Output Size to Any Size
- R10G10B10A2_typeless
Ultrawide monitors/game with internal resolution not matching monitor => use dedicated mod to get proper resolution or some generic app (e.g. SpecialK). Else needs R8G8B8A8_typeless from Output Size to Any Size.
Colors are clamped to bt709 space, even when pushing Saturation slider up => upgrade R11G11B10_float
Game Brightness slider misbehaves/controls UI => try different Scaling Offset in Compatibility section. If not available, first set Blit Copy Hack to Scaling Only.
Grading sliders misbehave/don't affect render or include UI => try different Tonemap Offset in Compatibility section.
Game is deepfried => check addon UI as it's likely warning about missing output shader. Follow below's instructions to provide shaders dump.
Download devkit (64 - 32 bits) in game folder (can be loaded along addon), turn on Auto-Dump, make sure to fully load game, not just title menu. Make sure to reach the point game is deepfried.
Then you can send zippedrenodx-devin this channel, with ReShade.log could help.
^
there are mostly 3 resources type you want to upgrade, one of which only is for WCG (bt709+) colors as it supports HDR range (r11g11b10_float).
Ok, I'll start from Lost in Vivo, since it's the only one capped so far:
Sliders work w/ swapchain proxy on, but the game is capped to game/ui brightness + bt709.
UI also controls post fx on highlights like bloom. (offsets don't help)
R8G8B8A8_typeless any size does nothing
R11G11B10_float does nothing (but the game could just not have WCG, so it's probably fine)
(was just one area, there is wcg)
R10G10B10A2_typeless causes artifacting (white flickering shapes) and still doesn't unclamp
Probably needs a dump
Planet of Lana 2 was so nice with this 
Damn, iRacing Arcade is cursed 
SK's HDR isn't bad but not getting RenoDX to work properly is itching me
cant wait to get it. going through the 1st now with my kid. its so relaxing.
it's on game pass if you have that or a dollar trial or something
It being on game pass but not on GOG yet is 
Are there any tips for Cult of the lamb?
Just tried with default settings (itโs empty column on the mod page, however I found a screenshots where it was upgrade suggestion for r8g8b8a8_typeless some time ago)
Everything seems to work fine, but probably something wrong with colors. If I set peak brightness more then SDR, lamb fur converts from whitish to something like purple I guess, maybe violet. Any way to fix that?
Cairn still has some missing luts - I can dump some if needed
That one upgrade is enabled by default now, since over 90โ of games require it anyway.
Regarding color, stuff being clipped to white is an SDR perk.
Can adjust Highlights saturation, Blowout and/or saturation to get things how you want to look.
Though if that's just brighter SDR, maybe consider ITM instead.
I was provided a dump and couldn't find anything new.
Not sure whether dump wasn't complete or remaining issue is something else.
Addon UI would display warning when issue occurs.
dump for gang beasts (missing output shaders)
Yeah, kind of weird how itโs still coming soon to gog, maybe exclusive for a period?
Got to be something to do with licensing agreements or something idk
Okay thanks
hmm no such issues for me but the colors do look off to me (to what im used) this might be the first game where I would prefer Frostbite over RenoDRT (it makes the fur yellow)
SDR - RenoDRT - Frostbite
can also try blowout=50 to reduce yellowing on the white fur
strange, it's very different from what i remember the fur was always white (from autohdr)
Yea makes sense, I believe Frostbite has built-in Blowout.
Though as you mentionned increasing Blowout, or reducing Highlights Saturation, would have similar effect with RenoDRT.
White is R=G=B, so strong light in SDR can easily end up 1,1,1 due to technical limit (not accounting for tonemapping since game has none, per channel tonemapping which seems the most used in SDR would have similar effect anyway).
(Native) HDR's extra range allows RGB channels to go above 1, and when not equal has hue.
Funny you mention yellow fur when previous comment was about purple one, I guess it depends on room's lighting and is definitely more accurate.
Then again if that is an issue, ITM is a existing alternative.
Though as you said it's just a matter of fine-tuning color grading to get the look you want.
Newest RenoDRT version (psychoTM or something) may result in something closer to SDR aswell, but I still haven't had the time to try it.
Definitely will update addon to include it.
Yea, AutoHDR/ITM is just "brighter SDR", doesn't prevent game's clipping and it can't really recover lost hue. Brighter R=G=B is still R=G=B, just higher values so stronger light.
Ugh I really suck at explaining stuff, hope this makes at least a little sense.
(Also am a bit drunk
)
Ah yes it makes total sense how it stayed white, normally I expect more details and colours in highlights in true HDR, but this is just some fur it should kinda be a flat texture? I'm really confused how it could change the colour so drastically, I was also thinking if it could be affected by other light sources but I'm not too sure on that
Texture is likely white yea.
Not idea what science/maths is behind, but even IRL white just gets any hue you light it with. Green light would make it green, blue light would make it blue etc...
(Matte) Black remains black whatsoever (reflections can be colored on reflective surfaces).
I mean, put some red light on a sheep and ๐ is red, not sure how to express this in a better way but it seems to just make sense to me.
It is definitely affected by other light sources, likely character's texture has "strong" RGB values so it pops out, for visibility matter.
Then it's easily clipped to 1,1,1 in SDR with surrounding lighting and remains white.
HDR prevents clipping and allows texture to be hued by whatever atmosphere game has.
I genuinely don't know what behavior is the most desired here, I feel that's the kind of thing people don't agree with each other when it comes to HDR.
Not gonna claim my way is the right one, which is why I offer so much customization in my mods, so hopefully everyone can get what they expect.
I genuinely won't mind someone who prefers AutoHDR/RTX HDR, I'm not being hateful or anything when I say ITM is an alternative.
Still I'm really open to feedback, so keep it coming, thank you. โค๏ธ
I have checked it again and probably I understand now whatโs going on.
Screens are Reno off / Reno drt / frostbite
The start of the game is in the night time. Thatโs why itโs blueish I guess
Especially when staying in the shadow of clouds
Then I went further and next chapter is daytime. And there is no blue.
Frostbite / Reno / SDR
And same behavior as @woven crag mention with renodrt make fur yellow compare to frostbite
Been playing gtfo looked alright but it said it was missing output shader figured i'd dump it
There's a single shader in this, and I don't think it's of any use for addon.
Make sure to fully start game (not just title menu) with devkit and get to the point output shader is missing, either with Auto-dump button enabled or manually press Dump All after warning triggered once.
oh bruh it must've not registered my ctrl a input when compressing lmao
i swear it had everything highlighted idk what happend
Here you go mb sorry for wasting ur time
for some reason peazip doesn't compress multiple files?
Aw lol I didn't expect that much purple. I guess it is distracting ๐
But then fire looks pretty different with Frostbite, RenoDRT has it right.
No worries, thanks for dump! I'll check later today, heading to work now.
Added the one shader here
it's 64 bit forgot to mention
today's 64 bit snapshot doesn't work
Woops
Yea it will, it's likely still building right now
Done building, snapshot is updated! (:
works great, but it seems that I didn't account for disabled bloom.
Should I make a dump w/out bloom or just note to enable it?
well here it is anyway, if needed
I have a slight feeling something about it could be cooked, you think it's worth looking into if we dump shaders?
Game shaders won't help, it's a tonemapping/grading matter. I want to update addon base code anyway, just lacking time to do it.
Yea that's better thanks, will likely be a single shader so might aswell add it. And it might help another game.
I got game anyway so I'll make sure to test things there when I get to it.
ultros has this issue
seems to be fixed with o0 = max(0, o0); in some of its shaders
only these 2 so far
Ugh, thought I fixed that already, sorry bout that. Maybe commit got lost somewhere, will add it later thanks.
no worries
not sure if using max(0, ... is the proper fix but it gets rid of the issue lol
Had a quick look yea, not usual Unity's post processing so I'll dig deeper later on.
Say, Voosh, I forgot to ask you, in iRacing Arcade, when upping the contrast, saturation highlight or highlight sat, I get black patches, would this be a clue regarding what to do in order to have it work properly eventually maybe ?
Forgot what's the issue in this one, thought it was crashing on launch? Or am I mixing up with another game
Not anymore (maybe an updated addon or an updated SK thing)
But it needs devkit to show UI elements and it's messing up lots of stuff
Aw right that was it.
This is likely some shader post-tonemapping with "unsafe" maths, does game have Brightness or Gamma setting?
Causes NaNs with negative values (WCG) which is why it occurs when increasing Sat etc.
Nope, it's pretty bare on settings
Aye, will check dump again for some pow or srgb encode/decode
ok so I get this warning, but whathever I do I get a black screen when enabling reno ๐
with swapchain proxy=1 it CTDs, =2 still have a black screen
toggling between fullscreen/windowed/borderless to no avail, but the game doesn't seem to have it's own borderless option maybe that's why. There's only windowed and "fullscreen" not sure if fullscreen is actual fullscreen I think it's borderless
ever had this before?
What game? Send ReShade log pls
All 3 shaders in
Thank you!
Maybe missing upgrade... Can't remember if Upgrade Copy Destinations is enabled by default, if not may do the trick...
Yeah I already tried the game seems a little borked itself (some are unable to make it run need to force DX12) tons of stuttering but it looked like a very fun one. I will dump shaderinos later and I'm also hopeful for some serious patches on their end
Looks like my kind of fun. Typical waifu anime unity slop, also it has... Gundams??
Try that
My Time at Sandrock
oh yeah i already tried firing up the devkit but it didn't even load. logs is best i can do i guess
I am an idiot. Sort of. I noticed this before but sometimes my reshade.ini is adding this line on top "addon search path=..." and then it grabs addons from some other game folder, I have no idea why is it doing that but it keeps repeating the same one. Surely I'm not crazy and copy pasting an old reshade.ini with this error? It's a mistery to me why it keeps happening.
Anyway, deleted the line and now it actually grabbed the correct stuff and everything loaded normally, missing output shaders, dumping
does this matter which one I use?
Rustil - Eternal Labyrinth Castle
May matter for the required upgrades. I think both FSR1 and STP often (not always) use RGB10A2_typeless to do their stuff, but you'll see if still clamped to SDR after I add shaders.
deepfried issue in no rest for the wicked
That's with in-game HDR disabled right?
Will check all these when at home later or tomorrow, thanks folks
oh no i thought i was supposed to have in game enabled
should i disable and redump
had to have hdr enabled for re9 so assumed the same here
Technically using in-game HDR can be easier to mod, hence why individual game addons use native HDR.
But in this case addon upgrades SDR as most games don't have native.
when i disable hdr ngl it just gets darker with reshade installed lol
If that's not too much a hassle for you yea would likely be better.
I'll check dump either way, there's a chance game compiles all shaders.
Or output/uber shaders may be the same for HDR and SDR, stuff mostly happens in lutbuilder (and later during Blit for HDR10 encoding but addon should get rid of that).
here is without it enabled\
Aw, dunno about gameplay but by looking at Steam's screenshots would look nice in HDR.
would the game look better if we got reshade to work with in game hdr enabled or does it not matter
The gameplay is actually quite fun dungeons seem like a repetitive slop tho. (Hallway after same hallway) Well it does have the roguelike elements so I'm drawn to play it some more
I hope not entire game is that same dungeon 
Random framedrops are yikes tho but I really want to see this in HDR
Is native HDR bad/unusable to begin with?
I'm not sure, shouldn't matter unless using SDR path causes issues, mainly from resources upgrades. Though I'd believe SDR/HDR output only changes at post-processing level, which is where addon works so... Yea I don't think there'd be any difference.
It's just that there are so few native HDR Unity games I don't want to support that, addon's big enough already and working on SDR path benefits more games eventually.
native hdr was just very dark and ive used reshade to fix that before
i was hoping it would match sdr brightness here too
I ran into exactly 1 unity game with perfect HDR out of the box. It didn't even have gamma missmatch! And it seemed to follow my windows HDR calibration? I just couldn't believe it.
Perfect native HDR out of the box
No adjustments, but it's pretty much as i would set it up
Looks ACES'y.
Anyway, yea tbh I'm not surprised, Unity seems to have solid stuff available for HDR, it's really just up to devs to care enough to implement that correctly.
Which sadly seems rare given the amount of games that ship straight up broken deepfried stuff...
looks good
@woven crag has Rustil stuff
@crimson spear has My Time In Sandrock stuff
No Rest For The Wicked seems to compile all shaders indeed, which now I realize is pain since there are like 70 output shaders in dump... I genuinely doubt game uses all these though
Woops forgot file lmao
Regarding No Rest For The Wicked I'm thinking I could add all shaders to addon but without editing them at first, just so replacement is logged.
Then if someone plays the game and sends ReShade.log I should be able to figure out what's actually used.
Maybe I don't even need to add shaders, just their hashes, did that in the past in a few games with a stupid amount of permutations.
Heading to work though, I'll see later
To log used shaders by hash without having them in addon, putting this here in case someone else ever has a use for it
@bleak anchor Please run game in SDR with this for a bit, then share just ReShade.log here.
If doing multiple sessions don't forget previous log gets replaced when game is relaunched.
I don't know much about the game, but like if there are multiple areas or game modes you may want to visit them all. And if there are Post-Processing toggles (Bloom, Vignette, CA, Lens Dirt...) you may want to try different combinations.
Else just play as usual.
Also @quick robin @storm vapor hope y'all don't mind the ping.
Aw yea this has interesting stuff, I just missed it first time. Gonna add this tonight or tomorrow
Basically game doesn't seem to use grading, but it's the one pipeline ("PostFX") that has a clamp (saturate) in output shader.
Pretty easy, just hoping that is all it does and doesn't have extra custom stuff.
Addon shouldn't do anything but logging used shaders, that'd intended.
I've already finished the early access content, but I'll reinstall for this. It's going to be painful to play in SDR, all for science!
Well if there's fast travel or something just hop in different areas and that'll do.
Then maybe just do everything once like fight once, die once etc...
And that's just in case these events use a different shader, which may not even happen.
Don't force yourself into replaying everything that'd be pointless for the purpose.
Shaders permutations happen when different post processing is used.
Let's say casting a special skill adds lens distortion, you just wanna do that once so corresponding shader is logged.
That's about it.
just did that, here's the log
yeah the game is huge, with lots of custom stuff. it's almost like a mini MMORPG
I still hope it does something funky and I don't have to add all shaders 
Especially since early access, like what if shit changes on release, sigh
tbf it probably gonna be in early access for like a year or maybe two lol
ill redump it tmrw night
No need, thanks, y'all provided all I need I think. Just gotta work on it now.
oh cool cool
UI got the HDR treatment but game got clamped, I'm messing with upgrades now if it might help, seems to be reversed (ah I know, it just needs the scaling and tonemap offset)
I don't know what I did but i completely broke the game doesn't load anymore with the addon even if I turn everything off. Reinstalling
I don't understand. Even after fresh reinstalls of the game, reshade, as soon as I put the add-on in the folder it ctds on startup (with that unity error popup)
I tried older versions of add-on, older versions of reshade... But it worked just fine until now? No matter what I change in the ini or if I make a fresh ini it just won't boot 
it's like it's going in a loop unloading and loading the addon
Tried deleting all temporary files in /appdata as well, didn't help. It's completely broken, I ran out of ideas
Maybe game trying to do Exclusive Fullscreen..?
Game settings can be stored in registry, in which case reinstalling game wouldn't get rid of them.
I'd just boot game without addon to check. Alt+Enter combo changes fullscreen mode. A few games are funky with that.
Tried that too, made no difference ๐
Could it be something with dxgi.dll? I remember we had to rename the file for Arknights and some others reported game failing to launch without forcing dx12 (but it works just fine as long as there is no addon)
I know a few games like that but in that case it wouldn't have worked in the first place.
Wait lemme check log
Aw, exclusive fullscreen usually has a second ReShade.ini created, for Unity games anyway.
So having ReShade2.ini would support that theory.
D3D11On12CreateDevice Ah.
[RenoDX] utils::shader::PipelineShaderDetails(Failed to replace pipeline) Ah.
Mmh this all sounds really familiar all of a sudden...
Yup', same situation, same issue.
Ok I have two days off now, will try to figure out wth is going on.
OH.
It likely worked previously because you loaded devkit along addon.
That's how @bronze galleon was able to get past CTD.
Hmm yeah I was thinking that too, but on the very first boot it was without the devkit, but I'll try again adding it back in I didn't try that yet
Though for them it would only crash when enabling force pipeline cloning...
It's the new button I added in latest snapshot, trying to solve missing UI issue (devkit forces pipeline cloning I believe so I added that to replicate and fix UI issue). It may not be required for your game, so make sure that is disabled.
Pipeline cloning enabled is what caused crash for them.
But then it should've been disabled on fresh install on your side so... doubt
That would make sense but I think I already tried with setting everything to =0, fresh reinstalls etc
It is so frustrating me because I literally had it just working moments ago, and then I changed a setting (upgrades etc) and ever since then nothing works anymore ๐คทโโ๏ธ
It was literally working just fine
FYI =0 isn't necessarily default.
Deleting ReShade.ini (or at least [renodx] section inside) is how you reset stuff to default. renodx-presetX don't matter at all here.
I get it, don't bother too much, I think this d3d11on12 thing makes very little sense and I don't quite understand why games even use that. Seems to come with a few issues/instabilities.
Oh right why didn't I try just deleting the ini instead of editing it, I'll try the text ๐
Lemme know if you find something out, though I'll try to reproduce on my side and figure out what's going on. Will keep the both of you posted
Just to be sure, no overlay/background app/SpecialK..?
I don't understand how that works but I suspect it has something to do with it since it was reported to be having issues around that
Pretty sure nothing like that is on, I tried after rebooting too
Rebooting computer sometimes helps, this goes especially for people who never completely shutdown it and just use Sleep instead. Windows be weird more often than not.
Apps can be set to load at boot ๐
I was almost sure it broke something within the game and it's temp files so I found those and wiped everyting (including saves) and it still didn't help. At that point I was just 
Nvidia App, RTSS are the most usual culprits, though it is possible Steam/Epic overlays cause a few issues I dunno.
I just disable everything all the time so I wouldn't know.
Mmh, registry..?
Ok I didn't actually completely disable Nvidia overlay
I'll take a look at registry too
Turn off the app for testing purpose.
So uhm, how Unity games usually work... Is annoying.
You want to open Rustil_ELC_Data/app.info file in game folder. Gives dev name and app name.
Then registry location would be: HKEY_CURRENT_USER\Software\*dev_name*\*app_name*
Also regarding localappdata which you mentionned (I do clear Temp folder there every once in a while aswell, I think that's what you were talking about ?).
I'm fairly sure Unity games mostly use AppData\LocalLow folder, at least unless devs did set a different location.
From there it'll follow same architecture as registry, so AppData\LocalLow\*dev_name*\*app_name*
Be careful not to lose your save file though, might be in there...
I'd make a backup just in case before deleting anything.
Yes it was there, made backup of course. I'll try the registry too thanks
So about No Rest For The Wicked, I'm finding multiple people saying that HDR there looks great.
I dunno if I wanna bother to be honest...
Have they done it Ori 2 style ?
God I hope not 
Also, NRftW is pure dx12 isn't it ? If so kudos on supporting it ๐
Doesn't look like it if PCGW is updated.
But... it has dlss sr and fg
Usually games implementing fg are running on dx12
Sure about that? Maybe PCGW isn't updated I dunno, but no mention of FG there either.
Just DLSS4 and FSR3
Oh, I must be misremembering then 
https://steamcommunity.com/app/1371980/discussions/0/691999715068240900/ there's a request from a month and a half ago for fg
Eh, fair enough
Game looks interesting, though I might wait for release date to pick it up. Will see then if there's actually stuff I can improve to HDR, but honestly I doubt given the few comments about it I've read in HDR Den.
Whoever has issues with its native HDR, it might be worth reaching devs about it, sure they're open to feedback, would be the whole point of Early Access.
Or maybe another modder will make a mod by then.
Release date ?! It's still in early access ? ๐ฎ
In case you're interested in tweaking game's grading, there are also a few HDR-friendly shaders.
Even RenoDRT's stuff is available, though maybe a bit outdated:
https://github.com/clshortfuse/renodx/blob/main/src/reshadefx/ShortFuseRenoDRT.fx
And I couldn't find any info about release date/plans. People in Steam forums are saying next year ๐
https://steamcommunity.com/app/1371980/discussions/0/804594259945589954/
Holy moly, slow ass development
Heeeh, good games take time to dev, or so I heard anyway
Sure but idk, feels weird having such a lengthy early access
It's just the name though, like if it were called pre release beta, it would make more sense to me
Just used to early access being like a couple weeks/days pre-release access usually
2 years next month it seems
Alright so trying to clear backlog...
Please remind me if I forgot some game/dump... I know I have to figure out Cities Skylines still. Also to fix Turbo Overkill, Cairn, and take a look at ULTRAKILL.
Anything else ?
Aw, try this please
Star Citizen going you have such a long way to go, my child 




