Anyone else tried applying ReShade to :ff: or :ffvstr: ?
I spent way too much time on the FFvTTR tutorial and still don't like the results!
Base game / ReShade comparisons (https://imgur.com/a/ffvttr-mission-01-reshade-comparison-oCUmpUF)
If anyone has presets that look good please share!
UPDATE:
I had some success but also encountered some odd behaviour... the correct character/object shadows only appear at certain angles and distances. This may be a limitation of the shader itself, the weird way the sky sits in this scene or just the overly detailed ground providing too many things to bounce light off of. Heavy temporal accumulation was required to mitigate the noise of shading an already dark environment.
Regardless, you've all waited long enough. Here's my preset tested to perform at ~55-60fps on a RX580 :thumbup:
Shader preset (https://limewire.com/d/nSlTW#PoGukSrzjE)
Comparison screenshots (https://imgur.com/a/ITuGoP4)
Techniques=prod80_04_ColorIsolation@PD80_04_Color_Isolation.fx,DH_UBER_RT@dh_uber_rt.fx,DELC_Sharpen@qUINT_sharp.fx
TechniqueSorting=DisplayDepth@DisplayDepth.fx,SSDO_Plus@GloomAO.fx,MXAO@qUINT_mxao.fx,prod80_04_ColorIsolation@PD80_04_Color_Isolation.fx,DH_UBER_RT@dh_uber_rt.fx,DELC_Sharpen@qUINT_sharp.fx,prod80_03_FilmicTonemap@PD80_03_Filmic_Adaptation.fx,prod80_04_Black_and_White@PD80_04_BlacknWhite.fx,prod80_04_ColorGradient@PD80_04_Color_Gradients.fx,PCGI_One@RadiantGI.fx,Blooming_HDR@BloomingHDR.fx,prod80_04_ColorBalance@PD80_04_Color_Balance.fx,prod80_02_Bloom@PD80_02_Bloom.fx,Clarity@Clarity.fx,ADOF@qUINT_dof.fx,Bloom@qUINT_bloom.fx,Daltonize@Daltonize.fx,Deband@Deband.fx,Debanding@qUINT_deband.fx,DHUniformityCorrection@dh_uniformity_correction.fx,DH_AhOh@dh_ahoh.fx,DH_Ambient_Remove@dh_ambient_remove.fx,DH_Anime_13@dh_anime.fx,DH_Canvas@dh_canvas.fx,DH_Lain11@dh_Lain.fx,DH_Pastel_Bug@dh_pastel_bug.fx,DH_Sync@dh_sync.fx,DH_UBER_MASK_BEFORE@dh_uber_mask.fx,DH_UBER_MASK_AFTER@dh_uber_mask.fx,DH_UBER_MOTION_020@dh_uber_motion.fx,DH_UI_TextDetect_before@DH_UI_TextDetect.fx,DH_UI_TextDetect_after@DH_UI_TextDetect.fx,DH_undither@dh_undither.fx,Directionally_Localized_Anti_Aliasing@DLAA_Plus.fx,Flair@Flair.fx,Lightroom@qUINT_lightroom.fx,LUT@LUT.fx,Monocular_Cues@Depth_Cues.fx,NFAA@NFAA.fx,prod80_01A_RT_Correct_Contrast@PD80_01A_RT_Correct_Contrast.fx,prod80_01B_RT_Correct_Color@PD80_01B_RT_Correct_Color.fx,prod80_01_Color_Gamut@PD80_01_Color_Gamut.fx,prod80_02_Bonus_LUT_pack@PD80_02_Bonus_LUT_pack.fx,prod80_02_Cinetools_LUT@PD80_02_Cinetools_LUT.fx,prod80_02_LUT_Creator@PD80_02_LUT_Creator.fx,prod80_03_Color_Space_Curves@PD80_03_Color_Space_Curves.fx,prod80_03_CurvedLevels@PD80_03_Curved_Levels.fx,prod80_03_Levels@PD80_03_Levels.fx,prod80_03_Shadows_Midtones_Highlights@PD80_03_Shadows_Midtones_Highlights.fx,prod80_04_ColorTemperature@PD80_04_Color_Temperature.fx,prod80_04_ContrastBrightnessSaturation@PD80_04_Contrast_Brightness_Saturation.fx,prod80_04_Magical_Rectangle@PD80_04_Magical_Rectangle.fx,prod80_04_Saturation_Limiter@PD80_04_Saturation_Limit.fx,prod80_04_SelectiveColor@PD80_04_Selective_Color.fx,prod80_04_SelectiveColor_v2@PD80_04_Selective_Color_v2.fx,prod80_04_Technicolor@PD80_04_Technicolor.fx,prod80_05_LumaSharpen@PD80_05_Sharpening.fx,prod80_06_ChromaticAberration@PD80_06_Chromatic_Aberration.fx,prod80_06_Depth_Slicer@PD80_06_Depth_Slicer.fx,prod80_06_FilmGrain@PD80_06_Film_Grain.fx,prod80_06_LumaFade_Start@PD80_06_Luma_Fade.fx,prod80_06_LumaFade_End@PD80_06_Luma_Fade.fx,prod80_06_Posterize_Pixelate@PD80_06_Posterize_Pixelate.fx,Smart_Sharp@Smart_Sharp.fx,SSR@qUINT_ssr.fx,TAA@Temporal_AA.fx,Trails@Trails.fx,UIMask_Top@UIMask.fx,UIMask_Bottom@UIMask.fx,SMAA@SMAA.fx
[dh_uber_rt.fx]
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[PD80_04_Color_Isolation.fx]
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[qUINT_sharp.fx]
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UPDATE 2:
After further tinkering I realised the shadows cast were largely due to the sky rather than local lights. I've created a new preset for anyone interested in developing this further. Per the previous shader, please include this in your preprocessor definitions: RESHADE_DEPTH_INPUT_IS_REVERSED=0
Screenshots (https://imgur.com/a/R47EYHm)
Techniques=prod80_04_ContrastBrightnessSaturation@PD80_04_Contrast_Brightness_Saturation.fx,DH_UBER_RT@dh_uber_rt.fx
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[dh_uber_rt.fx]
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[PD80_04_BlacknWhite.fx]
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[qUINT_sharp.fx]
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Is there one specifically made for FFVT3R?
I tried a similar thing like Cel Shader plugin back then but it distorts the portraits.
The screenshots are from my own attempt at ReShade to make the game look more dramatic - reducing saturation, darkening unlit areas, adding screenspace raytracing, and anti aliasing for those horrid edges.
I haven't quite got the desired result yet but will post my preset when I'm done tweaking. If anyone else has attempted similar I'd love to see!
Is it possible to make shadows on it?
Like, if I disable the shadows on FFVT3R and replace it with reshade?
Disclaimer: I'm inexperienced with graphics so take anything I say with a grain of salt
The Depth Buffer drives ReShade's 'RT' shaders but from what I can see in :ffvstr: it's all top-to-bottom. Compare that to your average first / third person AAA title (which these realism shaders are marketed towards) where depth is how far you can see from your point of view, and the only noticeable effect is shading under trees and fire escape ladders, which can already be achieved with simpler methods like Ambient Occlusion.
There are local sources of light, and their contribution to local lighting is driven by how saturated they appear on-screen. So if I brighten whites and a red car is brightened as a consequence, that red is also added to the nearby pavement to appear as if it reflects off the car due to the incident streetlight. This can also paint the light of a hero power to nearby objects, per the screenshots. However this will not generate shadows off models - it's more like a selective bloom.
There is a more onerous 'raytracing' shader that takes into account multiple light bounces - this may produce some live shadows if properly configured, however it's only available by subscribing to a certain Patreon, which I don't think is desirable for most people.
I get what you mean.
I've tried one of those they use on San Andreas on FFVT3R. It works but I did not get the desired effect.
They have dedicated coders that makes GTA looks like a modern game now. (cleo scripts)
Quote from: MarvelHero on November 05, 2025, 06:13:23 PMIs it possible to make shadows on it?
Like, if I disable the shadows on FFVT3R and replace it with reshade?
Achieved now (sorta) - check original post
Wow! I will try this when I get on my PC. :)
This is the thing they are doing to make GTA Vice City and San Andreas look realistic.
Updated again to remove sky light influence. Note most street-light sources are at the ground level and don't do much - standing man-bot under them will grant some height and enable them to cast some neat shadows.
It's odd that it doesn't work for me. :banghead:
Could you upload the fx files as well?
I have no net on my pc so I am stuck.
The .fx files haven't been altered.
There are 2 prerequisites:
1. Select the correct depth buffer (generic should be correct) from the Add-Ons tab. You can verify this by using the DisplayDepth shader
2. In the home tab add RESHADE_DEPTH_INPUT_IS_REVERSED=0 to the global definitions
Thanks. I will try again.
I remember making this work. But it's the old version with the celshade plugin.
The darkened comicbook look is great for Batman mods. Does it have a daytime version as well?
Sadly, I don't have any luck with this.
The only thing that works in the past version for me is the celshade method and it messes up the portraits.
I did try posting on their youtube for FFVT3R support.
Edit: I tried the old ReShade 4.9.1. And nothing seems to work. It is very odd. Because even the celshade plugin is not working anymore.
Edit: I installed the 6.7.1 version. And combined it with Reshade.fxh and the celshader worked again.
But I just can't get your dynamic shadows to work. Could you upload all the files you used?
The shaders additional to what ReShade comes bundled with would be these DH reshade shaders (https://github.com/AlucardDH/dh-reshade-shaders)
I made another post (https://www.freedomreborn.net/forums/index.php?topic=61621.msg841734#msg841734) about technically why the post-processing lighting is limited, and how it might be worked around by modding :ffvstr: - although I think it's the wrong board. This is really a question for FX modding.
Here's a couple of accomplishments for your viewing pleasure:
Mentor lighting up an underground tunnel (https://imgur.com/a/ff-reshade-comparison-lbe8ecf)
BlackJack being sneaky at the codebreaking facility (https://imgur.com/a/sCbZwRK)
edit: and the code, of course!
ants.ini:
Techniques=DH_UBER_MOTION_020@dh_uber_motion.fx,DH_UBER_RT@dh_uber_rt.fx,DELC_Sharpen@qUINT_sharp.fx
TechniqueSorting=DH_UBER_MOTION_020@dh_uber_motion.fx,prod80_04_ColorTemperature@PD80_04_Color_Temperature.fx,prod80_04_ContrastBrightnessSaturation@PD80_04_Contrast_Brightness_Saturation.fx,DH_UBER_RT@dh_uber_rt.fx,DELC_Sharpen@qUINT_sharp.fx,ADOF@qUINT_dof.fx,Bloom@qUINT_bloom.fx,Blooming_HDR@BloomingHDR.fx,Clarity@Clarity.fx,Daltonize@Daltonize.fx,Deband@Deband.fx,Debanding@qUINT_deband.fx,DHUniformityCorrection@dh_uniformity_correction.fx,DH_AhOh@dh_ahoh.fx,DH_Ambient_Remove@dh_ambient_remove.fx,DH_Anime_13@dh_anime.fx,DH_Canvas@dh_canvas.fx,DH_Lain11@dh_Lain.fx,DH_Pastel_Bug@dh_pastel_bug.fx,DH_Sync@dh_sync.fx,DH_UBER_MASK_BEFORE@dh_uber_mask.fx,DH_UBER_MASK_AFTER@dh_uber_mask.fx,DH_UI_TextDetect_before@DH_UI_TextDetect.fx,DH_UI_TextDetect_after@DH_UI_TextDetect.fx,DH_undither@dh_undither.fx,Directionally_Localized_Anti_Aliasing@DLAA_Plus.fx,DisplayDepth@DisplayDepth.fx,FGFXLSPOIrr@FGFXLargeScalePerceptualObscuranceIrradiance.fx,Flair@Flair.fx,SSDO_Plus@GloomAO.fx,Lightroom@qUINT_lightroom.fx,LUT@LUT.fx,Monocular_Cues@Depth_Cues.fx,MXAO@qUINT_mxao.fx,NFAA@NFAA.fx,prod80_01A_RT_Correct_Contrast@PD80_01A_RT_Correct_Contrast.fx,prod80_01B_RT_Correct_Color@PD80_01B_RT_Correct_Color.fx,prod80_01_Color_Gamut@PD80_01_Color_Gamut.fx,prod80_02_Bloom@PD80_02_Bloom.fx,prod80_02_Bonus_LUT_pack@PD80_02_Bonus_LUT_pack.fx,prod80_02_Cinetools_LUT@PD80_02_Cinetools_LUT.fx,prod80_02_LUT_Creator@PD80_02_LUT_Creator.fx,prod80_03_Color_Space_Curves@PD80_03_Color_Space_Curves.fx,prod80_03_CurvedLevels@PD80_03_Curved_Levels.fx,prod80_03_FilmicTonemap@PD80_03_Filmic_Adaptation.fx,prod80_03_Levels@PD80_03_Levels.fx,prod80_03_Shadows_Midtones_Highlights@PD80_03_Shadows_Midtones_Highlights.fx,prod80_04_Black_and_White@PD80_04_BlacknWhite.fx,prod80_04_ColorBalance@PD80_04_Color_Balance.fx,prod80_04_ColorGradient@PD80_04_Color_Gradients.fx,prod80_04_ColorIsolation@PD80_04_Color_Isolation.fx,prod80_04_Magical_Rectangle@PD80_04_Magical_Rectangle.fx,prod80_04_Saturation_Limiter@PD80_04_Saturation_Limit.fx,prod80_04_SelectiveColor@PD80_04_Selective_Color.fx,prod80_04_SelectiveColor_v2@PD80_04_Selective_Color_v2.fx,prod80_04_Technicolor@PD80_04_Technicolor.fx,prod80_05_LumaSharpen@PD80_05_Sharpening.fx,prod80_06_ChromaticAberration@PD80_06_Chromatic_Aberration.fx,prod80_06_Depth_Slicer@PD80_06_Depth_Slicer.fx,prod80_06_FilmGrain@PD80_06_Film_Grain.fx,prod80_06_LumaFade_Start@PD80_06_Luma_Fade.fx,prod80_06_LumaFade_End@PD80_06_Luma_Fade.fx,prod80_06_Posterize_Pixelate@PD80_06_Posterize_Pixelate.fx,PCGI_One@RadiantGI.fx,SMAA@SMAA.fx,Smart_Sharp@Smart_Sharp.fx,SSR@qUINT_ssr.fx,TAA@Temporal_AA.fx,Trails@Trails.fx,UIMask_Top@UIMask.fx,UIMask_Bottom@UIMask.fx
[dh_uber_motion.fx]
bUnjitterDepth=0
iMotionRadius=2
[dh_uber_rt.fx]
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[qUINT_sharp.fx]
DEPTH_MASK_ENABLE=1
RMS_MASK_ENABLE=1
SHARPEN_MODE=1
SHARP_STRENGTH=0.700000
codebreak.ini:
Techniques=prod80_04_ColorIsolation@PD80_04_Color_Isolation.fx,prod80_04_ColorBalance@PD80_04_Color_Balance.fx,DH_UBER_MOTION_020@dh_uber_motion.fx,DH_UBER_RT@dh_uber_rt.fx,prod80_03_FilmicTonemap@PD80_03_Filmic_Adaptation.fx,prod80_06_FilmGrain@PD80_06_Film_Grain.fx
TechniqueSorting=prod80_04_ColorIsolation@PD80_04_Color_Isolation.fx,prod80_04_ColorBalance@PD80_04_Color_Balance.fx,DH_UBER_MOTION_020@dh_uber_motion.fx,DH_UBER_RT@dh_uber_rt.fx,prod80_03_FilmicTonemap@PD80_03_Filmic_Adaptation.fx,ADOF@qUINT_dof.fx,Bloom@qUINT_bloom.fx,Blooming_HDR@BloomingHDR.fx,Clarity@Clarity.fx,Daltonize@Daltonize.fx,Deband@Deband.fx,Debanding@qUINT_deband.fx,DELC_Sharpen@qUINT_sharp.fx,DHUniformityCorrection@dh_uniformity_correction.fx,DH_AhOh@dh_ahoh.fx,DH_Ambient_Remove@dh_ambient_remove.fx,DH_Anime_13@dh_anime.fx,DH_Canvas@dh_canvas.fx,DH_Lain11@dh_Lain.fx,DH_Pastel_Bug@dh_pastel_bug.fx,DH_Sync@dh_sync.fx,DH_UBER_MASK_BEFORE@dh_uber_mask.fx,DH_UBER_MASK_AFTER@dh_uber_mask.fx,DH_UI_TextDetect_before@DH_UI_TextDetect.fx,DH_UI_TextDetect_after@DH_UI_TextDetect.fx,DH_undither@dh_undither.fx,Directionally_Localized_Anti_Aliasing@DLAA_Plus.fx,DisplayDepth@DisplayDepth.fx,FGFXLSPOIrr@FGFXLargeScalePerceptualObscuranceIrradiance.fx,Flair@Flair.fx,SSDO_Plus@GloomAO.fx,Lightroom@qUINT_lightroom.fx,LUT@LUT.fx,Monocular_Cues@Depth_Cues.fx,MXAO@qUINT_mxao.fx,NFAA@NFAA.fx,prod80_01A_RT_Correct_Contrast@PD80_01A_RT_Correct_Contrast.fx,prod80_01B_RT_Correct_Color@PD80_01B_RT_Correct_Color.fx,prod80_01_Color_Gamut@PD80_01_Color_Gamut.fx,prod80_02_Bloom@PD80_02_Bloom.fx,prod80_02_Bonus_LUT_pack@PD80_02_Bonus_LUT_pack.fx,prod80_02_Cinetools_LUT@PD80_02_Cinetools_LUT.fx,prod80_02_LUT_Creator@PD80_02_LUT_Creator.fx,prod80_03_Color_Space_Curves@PD80_03_Color_Space_Curves.fx,prod80_03_CurvedLevels@PD80_03_Curved_Levels.fx,prod80_03_Levels@PD80_03_Levels.fx,prod80_03_Shadows_Midtones_Highlights@PD80_03_Shadows_Midtones_Highlights.fx,prod80_04_Black_and_White@PD80_04_BlacknWhite.fx,prod80_04_ColorGradient@PD80_04_Color_Gradients.fx,prod80_04_ColorTemperature@PD80_04_Color_Temperature.fx,prod80_04_ContrastBrightnessSaturation@PD80_04_Contrast_Brightness_Saturation.fx,prod80_04_Magical_Rectangle@PD80_04_Magical_Rectangle.fx,prod80_04_Saturation_Limiter@PD80_04_Saturation_Limit.fx,prod80_04_SelectiveColor@PD80_04_Selective_Color.fx,prod80_04_SelectiveColor_v2@PD80_04_Selective_Color_v2.fx,prod80_04_Technicolor@PD80_04_Technicolor.fx,prod80_05_LumaSharpen@PD80_05_Sharpening.fx,prod80_06_ChromaticAberration@PD80_06_Chromatic_Aberration.fx,prod80_06_Depth_Slicer@PD80_06_Depth_Slicer.fx,prod80_06_FilmGrain@PD80_06_Film_Grain.fx,prod80_06_LumaFade_Start@PD80_06_Luma_Fade.fx,prod80_06_LumaFade_End@PD80_06_Luma_Fade.fx,prod80_06_Posterize_Pixelate@PD80_06_Posterize_Pixelate.fx,PCGI_One@RadiantGI.fx,SMAA@SMAA.fx,Smart_Sharp@Smart_Sharp.fx,SSR@qUINT_ssr.fx,TAA@Temporal_AA.fx,Trails@Trails.fx,UIMask_Top@UIMask.fx,UIMask_Bottom@UIMask.fx
[dh_uber_motion.fx]
bUnjitterDepth=1
iMotionRadius=2
[dh_uber_rt.fx]
bBaseAlternative=0
bDepthMulti5=1
bRemoveAmbient=1
bRreinhardFinalMerging=1
bSkyAt0=0
bSmoothNormals=1
bSSR=0
fAOBoostFromGI=0.500000
fAODarkProtect=0.000000
fAOLightProtect=0.500000
fAOMultiplier=0.900000
fAOPow=1.956000
fAoProtectGi=0.050000
fBaseColor=1.000000
fDistanceFading=0.900000
fGIAvoidThin=0.000000
fGIBounce=0.483000
fGIDarkAmplify=0.000000
fGIDarkMerging=1.000000
fGIDistanceAttenuation=0.325000
fGIFinalMerging=1.000000
fGIHueBiais=0.500000
fGILightMerging=0.100000
fGIOverbrightToWhite=0.200000
fGIRayColorMinBrightness=0.020000
fGIRenderScale=0.250000
fHudBorderProtectionStrength=0.000000
fNormalRoughness=0.000000
fRemoveAmbientAutoAntiFlicker=0.500000
fRreinhardStrength=0.500000
fSaturationBoost=0.100000
fSkyColor=0.000000
fSkyDepth=0.999000
fSourceAmbientIntensity=0.750000
fSSRCorrectionStrength=0.000000
fSSRMerging=0.500000
fSSRMergingOrientation=0.500000
fSSRMergingRoughness=0.500000
fSSRRenderScale=0.500000
fWeaponDepth=0.001000
iAODistance=379
iAOFrameAccu=8
iBlackLevel=10
iDebug=0
iDebugPass=3
iGIFrameAccu=16
iGIRayColorMode=2
iHudBorderProtectionRadius=1
iRoughnessRadius=3
iRTPrecision=2
iSmoothRadius=8
iSmoothSamples=12
iSSRCorrectionMode=1
iSSRFrameAccu=12
iWhiteLevel=220
[PD80_03_Filmic_Adaptation.fx]
adj_linear=1.000000
adj_shoulder=1.000000
adj_toe=1.000000
[PD80_04_Color_Balance.fx]
h_BlueShift=-1.000000
h_GreenShift=-1.000000
h_RedShift=-1.000000
m_BlueShift=-1.000000
m_GreenShift=-1.000000
m_RedShift=-1.000000
preserve_luma=1
separation_mode=0
s_BlueShift=-1.000000
s_GreenShift=0.093000
s_RedShift=0.000000
[PD80_04_Color_Isolation.fx]
fxcolorMix=1.000000
hueMid=0.369000
hueRange=0.710000
satLimit=1.000000
[PD80_06_Film_Grain.fx]
depthCurve=1.000000
depthEnd=0.100000
depthStart=0.000000
display_depth=0
enable_depth=0
enable_test=0
grainAdjust=1.000000
grainAmount=0.333000
grainColor=1.000000
grainDensity=10.000000
grainIntensity=0.650000
grainIntHigh=1.000000
grainIntLow=1.000000
grainMotion=1
grainOrigColor=1
grainSize=1
use_negnoise=0
Your last code I tried worked. Everytime I try to move. It's like the character is ghosting. Leaving trails of himself. The other fx just don't load at all.
I will try the other fx later. If I have spare time.
What level did you attempt these on? The style varies a bit between stages so they have to be comparable.
You'll need to do a couple more things - ensure your global pre-processor definitions are set up per the above. Then also ensure the depth buffer has been picked up by ReShade.
You can test the depth buffer is being picked up by enabling the built-in Display Depth shader. In the ReShade Add-ons tab make sure Generic Depth is selected, and that "Copy depth buffer before clear operations" is NOT selected. If it isn't working, try restarting until it does :D
I tweaked the shader again for these shots to demonstrate the dramatic lighting/shading capabilities:
Blackjack throwing Fawke's Flashers (https://imgur.com/a/ad7UHI5) - note light is also coming out of the windows onto the ground
Techniques=prod80_04_ColorIsolation@PD80_04_Color_Isolation.fx,prod80_04_ColorBalance@PD80_04_Color_Balance.fx,DH_UBER_MOTION_020@dh_uber_motion.fx,DH_UBER_RT@dh_uber_rt.fx,prod80_03_FilmicTonemap@PD80_03_Filmic_Adaptation.fx,prod80_06_FilmGrain@PD80_06_Film_Grain.fx
TechniqueSorting=prod80_04_ColorIsolation@PD80_04_Color_Isolation.fx,prod80_04_ColorBalance@PD80_04_Color_Balance.fx,DH_UBER_MOTION_020@dh_uber_motion.fx,DH_UBER_RT@dh_uber_rt.fx,prod80_03_FilmicTonemap@PD80_03_Filmic_Adaptation.fx,prod80_06_FilmGrain@PD80_06_Film_Grain.fx,ADOF@qUINT_dof.fx,Bloom@qUINT_bloom.fx,Blooming_HDR@BloomingHDR.fx,Clarity@Clarity.fx,Daltonize@Daltonize.fx,Deband@Deband.fx,Debanding@qUINT_deband.fx,DELC_Sharpen@qUINT_sharp.fx,DHUniformityCorrection@dh_uniformity_correction.fx,DH_AhOh@dh_ahoh.fx,DH_Ambient_Remove@dh_ambient_remove.fx,DH_Anime_13@dh_anime.fx,DH_Canvas@dh_canvas.fx,DH_Lain11@dh_Lain.fx,DH_Pastel_Bug@dh_pastel_bug.fx,DH_Sync@dh_sync.fx,DH_UBER_MASK_BEFORE@dh_uber_mask.fx,DH_UBER_MASK_AFTER@dh_uber_mask.fx,DH_UI_TextDetect_before@DH_UI_TextDetect.fx,DH_UI_TextDetect_after@DH_UI_TextDetect.fx,DH_undither@dh_undither.fx,Directionally_Localized_Anti_Aliasing@DLAA_Plus.fx,DisplayDepth@DisplayDepth.fx,FGFXLSPOIrr@FGFXLargeScalePerceptualObscuranceIrradiance.fx,Flair@Flair.fx,SSDO_Plus@GloomAO.fx,Lightroom@qUINT_lightroom.fx,LUT@LUT.fx,Monocular_Cues@Depth_Cues.fx,MXAO@qUINT_mxao.fx,NFAA@NFAA.fx,prod80_01A_RT_Correct_Contrast@PD80_01A_RT_Correct_Contrast.fx,prod80_01B_RT_Correct_Color@PD80_01B_RT_Correct_Color.fx,prod80_01_Color_Gamut@PD80_01_Color_Gamut.fx,prod80_02_Bloom@PD80_02_Bloom.fx,prod80_02_Bonus_LUT_pack@PD80_02_Bonus_LUT_pack.fx,prod80_02_Cinetools_LUT@PD80_02_Cinetools_LUT.fx,prod80_02_LUT_Creator@PD80_02_LUT_Creator.fx,prod80_03_Color_Space_Curves@PD80_03_Color_Space_Curves.fx,prod80_03_CurvedLevels@PD80_03_Curved_Levels.fx,prod80_03_Levels@PD80_03_Levels.fx,prod80_03_Shadows_Midtones_Highlights@PD80_03_Shadows_Midtones_Highlights.fx,prod80_04_Black_and_White@PD80_04_BlacknWhite.fx,prod80_04_ColorGradient@PD80_04_Color_Gradients.fx,prod80_04_ColorTemperature@PD80_04_Color_Temperature.fx,prod80_04_ContrastBrightnessSaturation@PD80_04_Contrast_Brightness_Saturation.fx,prod80_04_Magical_Rectangle@PD80_04_Magical_Rectangle.fx,prod80_04_Saturation_Limiter@PD80_04_Saturation_Limit.fx,prod80_04_SelectiveColor@PD80_04_Selective_Color.fx,prod80_04_SelectiveColor_v2@PD80_04_Selective_Color_v2.fx,prod80_04_Technicolor@PD80_04_Technicolor.fx,prod80_05_LumaSharpen@PD80_05_Sharpening.fx,prod80_06_ChromaticAberration@PD80_06_Chromatic_Aberration.fx,prod80_06_Depth_Slicer@PD80_06_Depth_Slicer.fx,prod80_06_LumaFade_Start@PD80_06_Luma_Fade.fx,prod80_06_LumaFade_End@PD80_06_Luma_Fade.fx,prod80_06_Posterize_Pixelate@PD80_06_Posterize_Pixelate.fx,PCGI_One@RadiantGI.fx,SMAA@SMAA.fx,Smart_Sharp@Smart_Sharp.fx,SSR@qUINT_ssr.fx,TAA@Temporal_AA.fx,Trails@Trails.fx,UIMask_Top@UIMask.fx,UIMask_Bottom@UIMask.fx
[dh_uber_motion.fx]
bUnjitterDepth=1
iMotionRadius=2
[dh_uber_rt.fx]
bBaseAlternative=0
bDepthMulti5=1
bRemoveAmbient=1
bRreinhardFinalMerging=1
bSkyAt0=0
bSmoothNormals=1
bSSR=0
fAOBoostFromGI=0.600000
fAODarkProtect=0.100000
fAOLightProtect=0.750000
fAOMultiplier=1.100000
fAOPow=1.000000
fAoProtectGi=0.050000
fBaseColor=1.000000
fDistanceFading=0.900000
fGIAvoidThin=0.000000
fGIBounce=0.483000
fGIDarkAmplify=0.000000
fGIDarkMerging=1.000000
fGIDistanceAttenuation=0.325000
fGIFinalMerging=1.000000
fGIHueBiais=0.500000
fGILightMerging=0.100000
fGIOverbrightToWhite=0.200000
fGIRayColorMinBrightness=0.300000
fGIRenderScale=0.250000
fHudBorderProtectionStrength=0.000000
fNormalRoughness=0.000000
fRemoveAmbientAutoAntiFlicker=0.500000
fRreinhardStrength=0.500000
fSaturationBoost=0.100000
fSkyColor=0.000000
fSkyDepth=0.999000
fSourceAmbientIntensity=0.750000
fSSRCorrectionStrength=0.000000
fSSRMerging=0.500000
fSSRMergingOrientation=0.500000
fSSRMergingRoughness=0.500000
fSSRRenderScale=0.500000
fWeaponDepth=0.001000
iAODistance=320
iAOFrameAccu=10
iBlackLevel=10
iDebug=0
iDebugPass=3
iGIFrameAccu=32
iGIRayColorMode=2
iHudBorderProtectionRadius=1
iRoughnessRadius=3
iRTPrecision=2
iSmoothRadius=8
iSmoothSamples=12
iSSRCorrectionMode=1
iSSRFrameAccu=12
iWhiteLevel=220
[PD80_03_Filmic_Adaptation.fx]
adj_linear=1.000000
adj_shoulder=1.000000
adj_toe=1.000000
[PD80_04_Color_Balance.fx]
h_BlueShift=-1.000000
h_GreenShift=-1.000000
h_RedShift=-1.000000
m_BlueShift=-1.000000
m_GreenShift=-1.000000
m_RedShift=-1.000000
preserve_luma=1
separation_mode=0
s_BlueShift=-1.000000
s_GreenShift=0.093000
s_RedShift=0.000000
[PD80_04_Color_Isolation.fx]
fxcolorMix=1.000000
hueMid=0.369000
hueRange=0.710000
satLimit=1.000000
[PD80_06_Film_Grain.fx]
depthCurve=1.000000
depthEnd=0.100000
depthStart=0.000000
display_depth=0
enable_depth=0
enable_test=0
grainAdjust=1.000000
grainAmount=0.333000
grainColor=1.000000
grainDensity=10.000000
grainIntensity=0.650000
grainIntHigh=1.000000
grainIntLow=1.000000
grainMotion=1
grainOrigColor=1
grainSize=1
use_negnoise=0
My PC just won't load the uber fx. I tried every version.
The latest version of ReShade is more friendly but still causes an error for me. Maybe it's just me.
Is there an error message for the Uber shaders?
Also send a screenshot with DisplayDepth active so I can tell if your depth buffer is working
The older versions just instant crashes on me.
The latest one. Loads the comic.fx celshade plugin I downloaded years ago on this forum.
There is no error. The uber fx is just not loading for me.
I've come to appreciate that computers aren't magical! If there's no error then it's not missing the shader, nor dependencies, nor failing to compile.
My guess is the depth buffer is missing, as this would cause the shader to have no information on where to apply its effects. The shadowing you're seeing would be due to uber motion working as intended.
Post a screen of DisplayDepth so we can confirm
I will try it again. I will report later.
Here it is.
(https://i.imgur.com/wlcGbVB.png)
(https://i.imgur.com/2dbzeOu.png)
(https://i.imgur.com/3DzvK1F.jpeg)
This is the latest ReShade 6.7.1 version.
The shadows work. But it's flickering on and off whenever I changed camera views.
Something's up as most of the effects have failed to compile. Not sure why that's the case, sorry.
Regardless, that image shows none of the shadow effects, just a change in the black & white levels per my preset settings in UberRT. To diagnose the lack of depth effects please activate the DisplayDepth shader, then report back with a screenshot.
I don't know how to activate it.
Oh, it looks like you don't have any of the standard suite of shaders installed. That would be your problem.
You can acquire those here at crosire's GitHub (https://github.com/crosire/reshade-shaders)
Once this is in the right place those errors should disappear.
Then you should add RESHADE_DEPTH_INPUT_IS_REVERSED=0 through the 'edit global preprocessor definitions' button' which you can see in your screenshot. After that please check that 'Generic Depth' is checked in the Add-Ons tab.
Finally, turn off the effects I provided and just activate DisplayDepth, and post the results here.
Here's a preset that looks better at day (https://imgur.com/a/NKrdZpF) - turn off the ADOF if it's distracting, I just liked the effect in a still shot
Techniques=prod80_04_ColorIsolation@PD80_04_Color_Isolation.fx,DH_UBER_MOTION_020@dh_uber_motion.fx,DH_UBER_RT@dh_uber_rt.fx,prod80_03_FilmicTonemap@PD80_03_Filmic_Adaptation.fx,ADOF@qUINT_dof.fx
TechniqueSorting=prod80_04_ColorIsolation@PD80_04_Color_Isolation.fx,prod80_04_ColorBalance@PD80_04_Color_Balance.fx,DH_UBER_MOTION_020@dh_uber_motion.fx,DH_UBER_RT@dh_uber_rt.fx,prod80_03_FilmicTonemap@PD80_03_Filmic_Adaptation.fx,ADOF@qUINT_dof.fx,Bloom@qUINT_bloom.fx,Blooming_HDR@BloomingHDR.fx,Clarity@Clarity.fx,Daltonize@Daltonize.fx,Deband@Deband.fx,Debanding@qUINT_deband.fx,DELC_Sharpen@qUINT_sharp.fx,DHUniformityCorrection@dh_uniformity_correction.fx,DH_AhOh@dh_ahoh.fx,DH_Ambient_Remove@dh_ambient_remove.fx,DH_Anime_13@dh_anime.fx,DH_Canvas@dh_canvas.fx,DH_Lain11@dh_Lain.fx,DH_Pastel_Bug@dh_pastel_bug.fx,DH_Sync@dh_sync.fx,DH_UBER_MASK_BEFORE@dh_uber_mask.fx,DH_UBER_MASK_AFTER@dh_uber_mask.fx,DH_UI_TextDetect_before@DH_UI_TextDetect.fx,DH_UI_TextDetect_after@DH_UI_TextDetect.fx,DH_undither@dh_undither.fx,Directionally_Localized_Anti_Aliasing@DLAA_Plus.fx,DisplayDepth@DisplayDepth.fx,FGFXLSPOIrr@FGFXLargeScalePerceptualObscuranceIrradiance.fx,Flair@Flair.fx,SSDO_Plus@GloomAO.fx,Lightroom@qUINT_lightroom.fx,LUT@LUT.fx,Monocular_Cues@Depth_Cues.fx,MXAO@qUINT_mxao.fx,NFAA@NFAA.fx,prod80_01A_RT_Correct_Contrast@PD80_01A_RT_Correct_Contrast.fx,prod80_01B_RT_Correct_Color@PD80_01B_RT_Correct_Color.fx,prod80_01_Color_Gamut@PD80_01_Color_Gamut.fx,prod80_02_Bloom@PD80_02_Bloom.fx,prod80_02_Bonus_LUT_pack@PD80_02_Bonus_LUT_pack.fx,prod80_02_Cinetools_LUT@PD80_02_Cinetools_LUT.fx,prod80_02_LUT_Creator@PD80_02_LUT_Creator.fx,prod80_03_Color_Space_Curves@PD80_03_Color_Space_Curves.fx,prod80_03_CurvedLevels@PD80_03_Curved_Levels.fx,prod80_03_Levels@PD80_03_Levels.fx,prod80_03_Shadows_Midtones_Highlights@PD80_03_Shadows_Midtones_Highlights.fx,prod80_04_Black_and_White@PD80_04_BlacknWhite.fx,prod80_04_ColorGradient@PD80_04_Color_Gradients.fx,prod80_04_ColorTemperature@PD80_04_Color_Temperature.fx,prod80_04_ContrastBrightnessSaturation@PD80_04_Contrast_Brightness_Saturation.fx,prod80_04_Magical_Rectangle@PD80_04_Magical_Rectangle.fx,prod80_04_Saturation_Limiter@PD80_04_Saturation_Limit.fx,prod80_04_SelectiveColor@PD80_04_Selective_Color.fx,prod80_04_SelectiveColor_v2@PD80_04_Selective_Color_v2.fx,prod80_04_Technicolor@PD80_04_Technicolor.fx,prod80_05_LumaSharpen@PD80_05_Sharpening.fx,prod80_06_ChromaticAberration@PD80_06_Chromatic_Aberration.fx,prod80_06_Depth_Slicer@PD80_06_Depth_Slicer.fx,prod80_06_FilmGrain@PD80_06_Film_Grain.fx,prod80_06_LumaFade_Start@PD80_06_Luma_Fade.fx,prod80_06_LumaFade_End@PD80_06_Luma_Fade.fx,prod80_06_Posterize_Pixelate@PD80_06_Posterize_Pixelate.fx,PCGI_One@RadiantGI.fx,SMAA@SMAA.fx,Smart_Sharp@Smart_Sharp.fx,SSR@qUINT_ssr.fx,TAA@Temporal_AA.fx,Trails@Trails.fx,UIMask_Top@UIMask.fx,UIMask_Bottom@UIMask.fx
[dh_uber_motion.fx]
bUnjitterDepth=1
iMotionRadius=2
[dh_uber_rt.fx]
bBaseAlternative=1
bDepthMulti5=1
bRemoveAmbient=1
bRreinhardFinalMerging=0
bSkyAt0=0
bSmoothNormals=1
bSSR=0
fAOBoostFromGI=0.500000
fAODarkProtect=0.150000
fAOLightProtect=0.700000
fAOMultiplier=0.900000
fAOPow=1.000000
fAoProtectGi=0.240000
fBaseColor=1.000000
fDistanceFading=0.900000
fGIAvoidThin=0.100000
fGIBounce=0.340000
fGIDarkAmplify=0.000000
fGIDarkMerging=0.500000
fGIDistanceAttenuation=0.400000
fGIFinalMerging=1.000000
fGIHueBiais=0.500000
fGILightMerging=0.200000
fGIOverbrightToWhite=0.200000
fGIRayColorMinBrightness=0.000000
fGIRenderScale=0.500000
fHudBorderProtectionStrength=0.000000
fNormalRoughness=0.000000
fRemoveAmbientAutoAntiFlicker=0.500000
fRreinhardStrength=0.500000
fSaturationBoost=0.100000
fSkyColor=0.000000
fSkyDepth=1.000000
fSourceAmbientIntensity=0.750000
fSSRCorrectionStrength=0.000000
fSSRMerging=0.500000
fSSRMergingOrientation=0.500000
fSSRMergingRoughness=0.500000
fSSRRenderScale=0.500000
fWeaponDepth=0.001000
iAODistance=500
iAOFrameAccu=10
iBlackLevel=10
iDebug=0
iDebugPass=3
iGIFrameAccu=32
iGIRayColorMode=2
iHudBorderProtectionRadius=1
iRoughnessRadius=3
iRTPrecision=2
iSmoothRadius=8
iSmoothSamples=12
iSSRCorrectionMode=1
iSSRFrameAccu=12
iWhiteLevel=230
[PD80_03_Filmic_Adaptation.fx]
adj_linear=1.000000
adj_shoulder=1.000000
adj_toe=1.000000
[PD80_04_Color_Balance.fx]
h_BlueShift=-1.000000
h_GreenShift=-1.000000
h_RedShift=-1.000000
m_BlueShift=-1.000000
m_GreenShift=-1.000000
m_RedShift=-1.000000
preserve_luma=1
separation_mode=0
s_BlueShift=-1.000000
s_GreenShift=0.093000
s_RedShift=0.000000
[PD80_04_Color_Isolation.fx]
fxcolorMix=1.000000
hueMid=0.369000
hueRange=0.710000
satLimit=1.000000
[qUINT_dof.fx]
bADOF_AutofocusEnable=1
fADOF_AutofocusCenter=0.500000,0.500000
fADOF_AutofocusRadius=0.600000
fADOF_AutofocusSpeed=0.100000
fADOF_BokehIntensity=0.300000
fADOF_FarBlurCurve=1.500000
fADOF_HyperFocus=0.100000
fADOF_ManualfocusDepth=0.001000
fADOF_NearBlurCurve=6.000000
fADOF_RenderResolutionMult=0.500000
fADOF_ShapeAnamorphRatio=1.000000
fADOF_ShapeChromaAmount=-0.100000
fADOF_ShapeCurvatureAmount=1.000000
fADOF_ShapeRadius=20.500000
fADOF_ShapeRotation=0.000000
fADOF_SmootheningAmount=4.000000
iADOF_BokehMode=2
iADOF_ShapeChromaMode=2
iADOF_ShapeQuality=5
iADOF_ShapeVertices=6
There is still an error. I don't know what to do anymore.
I might settle for comic celshader for now.
(https://i.imgur.com/jKn4ZZW.png)
(https://i.imgur.com/mYmj0pd.png)
(Comic Shader)
(https://i.imgur.com/sRsAjLg.jpeg)
(https://i.imgur.com/NSNZBmW.png)
(https://i.imgur.com/mP5v916.png)
You have not edited the pre-processor definition. You need to do this per the steps outlined. The depth buffer is still reversed.
Here are some other shader libraries you're missing:
PD80's stuff (https://github.com/prod80/prod80-ReShade-Repository)
Marty McFly's stuff (https://github.com/martymcmodding/qUINT)
Also go to the game options and turn off shadows
It's frustrating for me. My phone can't download the fx. It ends up as html.
Edit: I haven't downloaded the missing fx yet.
Here is what it looks like with reversed depth input 0. The sky looks like it's filled with a black smog.
(https://i.imgur.com/r5qEAoF.jpeg)
(https://i.imgur.com/xdLL8Hd.png)
That is working correct now. Just switch to the latest preset code I sent as it's more appropriate for the bright environment in that stage. In fact it looks good in dark stages too.
I'll try it.
Edit: It's lighter now. It reminds me of the ink style in Street Fighter 4. It is still messy but they cast shadows.
(https://i.imgur.com/ywKgmwI.jpeg)
It shouldn't be that bad. In my preset I have Uber Motion active which resolves the shadow smear.
Maybe because it's my PC. It can't even load the other fx.
I will just continue to use the comic shader because it's compatible with the latest ReShade.