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quint's Introduction

qUINT

qUINT is a shader collection for ReShade, written in ReShade's proprietary shader language, ReShade FX. It aims to condense most of ReShade's use cases into a small set of shaders, to improve performance, ease of use and accelerate preset prototyping. Many extended features can be enabled via preprocessor definitions in each of the shaders, so make sure to check them out.

Even though qUINT effects do not use the ReShade.fxh header - unlike most ReShade effects - all common preprocessor definitions, e.g. regarding depth buffer linearization, are supported. The reasons behind this decision are licensing concerns, clashes of naming conventions and ensuring that qUINT is not broken by changes to the common header.

Requirements

  • Latest ReShade version to ensure best compatibility
  • Some effects require depth access

Setup

qUINT is among the repositories listed in the ReShade installer, so it can be installed and registered during ReShade installation directly. The following guide still applies when a non-standard way of installing ReShade was chosen.

Assuming that you knew what you were doing if you chose a non-standard way of installing ReShade, just merge the Shaders and Textures folders of qUINT with the ones in any currently installed ReShade shader library.

Contents

Effect Description
MXAO Screen-Space Ambient Occlusion effect, adds diffuse shadows under objects and inside cracks. MXAO also contains an indirect lighting solution, to compute a coarse first bounce of light similar to SSDO. It also features surface smoothing (surfaces in depth buffer appear blocky) and a double layer option to compute AO simultaneously at multiple scales with no added performance cost.
ADOF Depth of Field effect that adds an out-of-focus blur to the scene. The bokeh shapes are highly customizable and range from discs to polygons, allow for aperture vignetting and longitudinal chromatic aberration.
Lightroom qUINT Lightroom is a comprehensive set of color grading algorithms, modeled after industry applications such as Adobe Lightroom, Da Vinci Resolve and others. Aside from the common contrast/gamma/exposure adjustments, it can remove color tints, adjust temperature, adjust selective hues of the image and more.
Bloom Adds a glow around bright light sources. The effect is relatively basic, as bloom is mostly already present in many games. It also contains a simple eye adaptation effect to prevent over/underexposure.
Screen-Space Reflections This effect adds glossy reflections to the scene. It cannot distinguish between different materials and as such will add reflections on everything, but in the right scenes, SSR can greatly improve realism.
DELC Sharpen Depth-enhanced local contrast sharpen is an image sharpen filter that leverages both depth and color to increase local contrast in desired areas, while avoiding many common artifacts usually found in sharpen algorithms, such as haloing around objects.
Deband High-performance banding and quantization artifact removal effect. It smoothens stripy color gradients.

License

Copyright (c) Pascal Gilcher / Marty McFly. All rights reserved.

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quint's Issues

ssr ray tracing not working

when i watch it on youtobe just change line 2 of ssr ray tracing will pop up i changed it to 10 and nothing happens please give me answer thank .

QuintDOF

i have an issue where it doesnt work on puremode level 1 servers. It works on all others but not these. it blurrs everything and has no depth of field to it even if i try manual.

dependencies error

im using ur motion vectors shader but it needs global and depth.fxh which is not found in this repo.where can i download it?

SSR Fallout New Vegas Transparency Issue

I was attempting to use these tools to modify Fallout New Vegas's look, and I find that using the Screen-space reflections option, turns my character's drawn weapons transparent, and if I change to third person mode, my character's weapon, which is primarily silver, is not atall reflective.

GW2 qUINT shaders issue

The shaders (exclusively qUINT ones, not any of the standard or sweetFX shaders) seem to stop working everytime my character moves, and proceed to not be drawn until I'm standing still. They work perfectly when not moving. This is with both DX 9 version of Reshade and DX12, with and without other addons. Tried about every configuration I could, including attempting earlier builds of qUINT and using Reshade 4.3 (known to have better compat with GW2). Not sure if I'm doing something wrong or what?

Reshade log here:
https://pastebin.com/UgE74thH

Permission for automatically downloading this repository

Heya! I'm currently writing a ReShade installer for Linux and since your license is all rights reserved, I want to ask you whether I could add your repository to the list of automatically downloaded shaders in said installer.

Appreciate your work here!

Presets?

Do you have any presets available? The Reshade overlay doesn't work on Windows 10 1809 for me, in seemingly any game.

10-bit backbuffer (contribution)

Hi,
I modified Reshade to be able to utilize 10-bit HDR backbuffers. I've tried it, and unless my eyes are damaged, it works fine.
Here's a link to the commit: https://github.com/MatthewKush/reshade/commit/b85183dd598a6661a14422d565bb0442c1008b80

I'll do a proper pull-request at some point as the repo got messed up and is way behind corsire's somehow. Regardless, it's as simple as that, and when using the format "RGB10A2" in the shaders for MXAO, your new GI, etc. all look better on games that have a 10-bit buffer.

Also, some helpful functions from Microsoft for making manipulating the color-space: https://github.com/microsoft/DirectX-Graphics-Samples/blob/master/MiniEngine/Core/Shaders/ShaderUtility.hlsli

Hope I've been helpful. Nice work you're doing.

(Enhancement) DELCS: Implement a depth-based fade out.

I think implementing something like MXAO's depth falloff would greatly improve the shader.

DELCS has become my favorite sharpening method and this is the only feature I miss from other implementations.

Thank you for sharing your work! ๐Ÿ™‚

blue tint with darker blacks on default lightroom values[DX9]

Hi!
Enabling lightroom in Fallout New Vegas happens to give a blue tint and darker blacks on default values. Tried to nullify it by changing other values, but the image was never the same. I just wonder what would be the cause of that and if there is any workaround or a fix for this issue?

Ray-Traced Reflections

Is it possible with qUINT? Even if it requires a game texture mod that acts as a mask for the shader.

MXAO feature request: make PS_SpatialFilter1 blur radius settable in UI

I'm using MXAO at strength 0.2 to add in some additional AO shadow depth on top of the weaker in-game SSAO built into the new Witcher 3 next-gen update (DX12, the in-game SSAO in the DX11 binary doesn't appear to do much for some reason). Anything above 0.2 results in noticeable motion shimmer in nearby grass and trees when they sway in the wind. Even strength 0.2 has a decent amount of shimmer, but it seems a reasonable compromise. I noticed that the older PPFX_SSDO.fx shader has a blur radius that is quite effective at tamping down shimmering artifacts. I was able to achieve a similar effect with MXAO by letting the user set the blur radius for the PS_SpatialFilter1() call, and setting it to 3.0 instead of the default 0.75. Anything above 3 and the horizontal ghosting becomes too much for my liking. There may be a better way to achieve the same result, but this is a quick and dirty fix that is useful to me, so I thought I'd suggest adding it officially. diff -d -c given below:

*** qUINT_mxao.fx.original 2021-07-17 12:23:00.000000000 -0400
--- qUINT_mxao.fx 2023-01-11 04:51:02.759439400 -0500


*** 135,140 ****
--- 135,149 ----
> = 1.0;
#endif

  • uniform float MXAO_BLUR_FILTER_RADIUS <
  •   ui_type = "slider";
    
  •   ui_min = 0.00; ui_max = 3.00;
    
  •   ui_step = 0.01;
    
  • ui_label = "Pre-blending Blur Filter Radius";
    
  •   ui_tooltip = "Spatial blur to reduce AO shimmer. Blending mode 2 lessens ghost halos at larger radii.";
    
  • ui_category = "Blending";
    
  • = 0.75;

  • uniform int MXAO_BLEND_TYPE <
    ui_type = "slider";
    ui_min = 0; ui_max = 3;

*** 572,578 ****

void PS_SpatialFilter1(in MXAO_VSOUT MXAO, out float4 color : SV_Target0)
{
! color = blur_filter(MXAO, sCommonTex0, MXAO_GLOBAL_RENDER_SCALE, 0.75, 4);
}

void PS_SpatialFilter2(MXAO_VSOUT MXAO, out float4 color : SV_Target0)
--- 581,587 ----

void PS_SpatialFilter1(in MXAO_VSOUT MXAO, out float4 color : SV_Target0)
{
! color = blur_filter(MXAO, sCommonTex0, MXAO_GLOBAL_RENDER_SCALE, MXAO_BLUR_FILTER_RADIUS, 4);
}

void PS_SpatialFilter2(MXAO_VSOUT MXAO, out float4 color : SV_Target0)

qUINT_BLoom.fx throwing Warnings

ReShade version: 4.5.4.7
DX: D3D9
32bit

Log Output:
11:15:41:021 [14376] | WARN | Successfully loaded "\reshade-shaders\Shaders\qUINT_bloom.fx" with warnings:
reshade-shaders\Shaders\qUINT_bloom.fx(358, 1): warning X4576: 'uv': pixel shader signature does not match vertex shader one
reshade-shaders\Shaders\qUINT_bloom.fx(367, 1): warning X4576: 'uv': pixel shader signature does not match vertex shader one
reshade-shaders\Shaders\qUINT_bloom.fx(368, 1): warning X4576: 'uv': pixel shader signature does not match vertex shader one
reshade-shaders\Shaders\qUINT_bloom.fx(369, 1): warning X4576: 'uv': pixel shader signature does not match vertex shader one
reshade-shaders\Shaders\qUINT_bloom.fx(370, 1): warning X4576: 'uv': pixel shader signature does not match vertex shader one
reshade-shaders\Shaders\qUINT_bloom.fx(371, 1): warning X4576: 'uv': pixel shader signature does not match vertex shader one
reshade-shaders\Shaders\qUINT_bloom.fx(372, 1): warning X4576: 'uv': pixel shader signature does not match vertex shader one
reshade-shaders\Shaders\qUINT_bloom.fx(373, 1): warning X4576: 'uv': pixel shader signature does not match vertex shader one
reshade-shaders\Shaders\qUINT_bloom.fx(375, 1): warning X4576: 'uv': pixel shader signature does not match vertex shader one
reshade-shaders\Shaders\qUINT_bloom.fx(384, 1): warning X4576: 'uv': pixel shader signature does not match vertex shader one
reshade-shaders\Shaders\qUINT_bloom.fx(385, 1): warning X4576: 'uv': pixel shader signature does not match vertex shader one
reshade-shaders\Shaders\qUINT_bloom.fx(386, 1): warning X4576: 'uv': pixel shader signature does not match vertex shader one
reshade-shaders\Shaders\qUINT_bloom.fx(387, 1): warning X4576: 'uv': pixel shader signature does not match vertex shader one
reshade-shaders\Shaders\qUINT_bloom.fx(388, 1): warning X4576: 'uv': pixel shader signature does not match vertex shader one
reshade-shaders\Shaders\qUINT_bloom.fx(389, 1): warning X4576: 'uv': pixel shader signature does not match vertex shader one
reshade-shaders\Shaders\qUINT_bloom.fx(391, 1): warning X4576: 'uv': pixel shader signature does not match vertex shader one

Lightroom.fx errors on current GitHub Master builds

01:13:23:204 [00884] | ERROR | Failed to compile "..\Shaders\qUINT_lightroom.fx":
..\Shaders\qUINT_lightroom.fx(771, 30): error X3691: 'Curves': static variable initial value must be a literal expression
..\Shaders\qUINT_lightroom.fx(804, 30): error X3691: 'Curves': static variable initial value must be a literal expression

Github version built: a1b6450 (Committed on 20/09/20)
Previous working version: 138b1a4 (Committed on 20/09/09)

Possible typo in SSR shader?

Line 328: float SSR_FRESNEL_K = 0.0; //matches most surfaces

I'm going to take a leap of faith and say you perhaps meant 0.03-0.04 (F0 of most surfaces). Maybe not. Just thought I'd report it.

Using qUINT SSR In Gta 5

maybe its me or the way i installed reshade and quint but for some reason i see black pixels and spots on vehicles in gta 5 is there any way to fix that?

License request

This repository appears to be under a proprietary license. Could you look into adding an open source license to clear out usage and distribution rights, please? Right now, we're techncially not allowed to do anything with the code.

qUINT_dof.fx 'integral literal', expected 'identifier' with ReShade 5.3.0

I'm trying to get ReShade working for Fallout 4. I see this in the reshade log file (attached). My first thought was file encoding but the file is UTF-8 (no BOM):

11:54:43:427 [42644] | ERROR | Failed to compile "D:\Program Files (x86)\SteamLibrary\SteamApps\common\Fallout 4\reshade-shaders\Shaders\qUINT\qUINT_dof.fx":
D:\Program Files (x86)\SteamLibrary\SteamApps\common\Fallout 4\reshade-shaders\Shaders\qUINT\qUINT_dof.fx(148, 13): error X3000: syntax error: unexpected 'integral literal', expected 'identifier'
D:\Program Files (x86)\SteamLibrary\SteamApps\common\Fallout 4\reshade-shaders\Shaders\qUINT\qUINT_dof.fx(150, 1): error X3000: syntax error: unexpected 'identifier'
D:\Program Files (x86)\SteamLibrary\SteamApps\common\Fallout 4\reshade-shaders\Shaders\qUINT\qUINT_dof.fx(151, 1): error X3000: syntax error: unexpected 'identifier'
D:\Program Files (x86)\SteamLibrary\SteamApps\common\Fallout 4\reshade-shaders\Shaders\qUINT\qUINT_dof.fx(152, 1): error X3000: syntax error: unexpected 'identifier'
D:\Program Files (x86)\SteamLibrary\SteamApps\common\Fallout 4\reshade-shaders\Shaders\qUINT\qUINT_dof.fx(153, 1): error X3000: syntax error: unexpected 'identifier'
D:\Program Files (x86)\SteamLibrary\SteamApps\common\Fallout 4\reshade-shaders\Shaders\qUINT\qUINT_dof.fx(154, 1): error X3000: syntax error: unexpected 'identifier'
D:\Program Files (x86)\SteamLibrary\SteamApps\common\Fallout 4\reshade-shaders\Shaders\qUINT\qUINT_dof.fx(155, 1): error X3000: syntax error: unexpected '>'

ReShade.log

First-Person-View SSR BUG

When you siting in a car and palying with the First-Person-View, the SSR won't work unless you make the car windows broken. I guess this is because SSR can't deal with the car window material right. Please fix this.

MXAO does not respect ReShade 4.5.x RESHADE_DEPTH_INPUT preprocessor definitions

Tried to use the latest version of MXAO from this repository with the GOG release of Venetica (known there as Venetica: Gold Edition), and noted ReShade's aspect ratio heuristics fail to work correctly. As such, I disabled the heuristics and manually-defined the X and Y scale using the RESHADE_DEPTH_INPUT_Y_SCALE and RESHADE_DEPTH_INPUT_X_SCALE preprocessor definitions, respectively; manually-setting the offset was unnecessary.

However, after confirming via strictly-visual inspection using the Display Depth shader that my X and Y scale preprocessor definitions were accurate, I then proceeded to disable the Display Depth shader and apply MXAO. As the below images demonstrate, MXAO does not respect my manual tweaking of the depth input scale. Please note that the Display Depth settings which simulate the preprocessor definitions are identical to the ones I've used.

Release Screenshot 2020 02 26 - 09 07 01 85
Release Screenshot 2020 02 26 - 09 07 09 09

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