Return depth /= fUIFarPlane - depth * (fUIFarPlane - N) Īnd then you need to replace every call to ReShade::GetLinearizedDepth() with GetDepth(). ![]() Calculate the depth value as defined by the userįloat depth = tex2Dlod(ReShade::DepthBuffer, float4(texcoord, 0, 0)).x ĭepth = (exp(depth * log(C + 1.0)) - 1.0) / C The default settings are ok, If you want to increase or de-crease settings: Just open sweetfx settings file with notepad, everything there its self-explanatory. 'LOL' The settings will always be at the 'user' liking though. I can't play a game without sweetfx anymore. Uniform int iUILogarithmic = _DISPLAYDEPTH_UI_LOGARITHMIC_DEFAULT_ It works for 圆4bit when you use the files from the sweetfx 64bit folders. Uniform int iUIReversed = _DISPLAYDEPTH_UI_REVERSED_DEFAULT_ Uniform int iUIUpsideDown = _DISPLAYDEPTH_UI_UPSIDE_DOWN_DEFAULT_ "Changing this value is not necessary in most cases." Depth map: close objects are black, distant objects are white.Normal map: the surfaces look smooth and the background is colored.Reference images about what it should (and shouldn't) look like: Present type: change between displaying normal map and depth map.RESHADE_DEPTH_INPUT_IS_*: these are the values for a upside-down, reversed and logaritmic depth buffer.Far Plane: sets the value for RESHADE_DEPTH_LINEARIZATION_FAR_PLANE (no need to change this). ![]() If the correct values are found they still need to be applied globally (-> click 'Edit global preprocessor definitions' and put them in there) The following settings are only applied within the shader and are a means to help in finding the correct preprocessor values. This is to check if the global preprocessor definitions are correct.
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