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OtisFX

A small set of effects for Reshade.

Most of these shaders are in the official reshade shader library, in some form/version but that library is tied to a given version of reshade and modified to use controls which are less precise or not compatible with e.g. v3. So I forked my shaders and shaders from others not in the reshade repo I use myself to this repository.

Prerequisites

You should have Reshade v4.x or higher (preferably the latest) and at least reshade.fxh present in the reshade-shaders\shaders folder

How to install

Download the zip using the button on the right which says 'Download ZIP'. This will give you a file called 'Master.zip', which contains all code. Unpack the zip and go to the src folder. Copy all files and folders inside the src folder into the Reshade folder in your game's bin folder. This Reshade folder should already be there. If you downloaded all files from the reshade shader repository when you installed reshade, it might be you get the warning from Windows that you're about to overwrite some files. That's ok, just overwrite the ones in the repository with the ones here.

Effects included

The following effects are currently included:

Cinematic DOF

The state of the art depth of field effect I wrote which has all the features you want and need from a depth of field effect: near plane bleed, configurable highlights, high performance, easy to use focusing code and great bokeh.

The bokeh shapes were created by Moyevka, Murchalloo, K-putt and others.

Emphasize

Emphasize is an effect which allows you to make a part of the scene pop out more while other parts are de-emphasized. This is done by using the depth buffer of the 3D engine, and by default it desaturates the areas which are not 'in focus'. Additionally you can specify a blend color which allows you to e.g. make what's not important much darker so the not-in-focus parts of the scene are way darker than the area which should be emphasized which is left as-is.

PandaFX

This effect is written by Jukka Korhonen aka Loadus. I fixed a set of bugs and optimized the code and kept the source here. For details see this thread.

Depth Haze

This effect is a simple depth-blur which makes far away objects look slightly blurred. It's more subtle than a Depth of Field effect as it's not based on a lens, but on how the human eye sees far away objects outdoors: detail is lost and the farther away an object, e.g. a tower, the less sharp the human eye sees it. Modern render engines tend to render far away objects crisp and sharp which makes the far away objects too sharp to look natural. Additionally Depth Haze also includes fog based on depth and screen position, which is configurable through parameters. It currently fogs more around the middle line of the screen and gradiently lowers the fog intensity towards the top/bottom of the screen, to avoid fog on the sky.

Multi LUT

A LUT (Look Up Tables for color toning) shader which offers multiple LUTs in one shader to easily change the color toning in-game. The color toning options available are based on hand-tuned LUTs and also presets from Adobe Lightroom.

Adaptive Fog

This shader combines bloom with depth fog to add more atmosphere to a scene. It offers a color option to make sure the fog matches the color tone used by the game engine.

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otisfx's Issues

Wrong distance calculating in MagicBorder.fx?

// The closer to the corner, the stronger the depth set for that corner has to be taken into account, so the weight is 1-distance_to_corner
float distanceToCorner = 1-distance(float2(0, 0), coord);
float2 average = float2((LeftTopCornerDepth/1000.0) * distanceToCorner, distanceToCorner);
		
distanceToCorner = 1-distance(float2(1, 0), coord);
average.x += ((RightTopCornerDepth/1000.0) * distanceToCorner);
average.y += distanceToCorner;
		
distanceToCorner = 1-distance(float2(1, 1), coord);
average.x += ((RightBottomCornerDepth/1000.0) * distanceToCorner);
average.y += distanceToCorner;
		
distanceToCorner = 1-distance(float2(0, 1), coord);
average.x += ((LeftBottomCornerDepth/1000.0) * distanceToCorner);
average.y += distanceToCorner;

If I understand correctly, the distance(corner, coord) function will give out a value between 0 and sqrt(2). Then distanceToCorner can be negative sometimes. I'm not sure if it's designed to be this, but I think 1 - distance(corner, coord)/sqrt(2) looks more resonable in the image.

i'cant focus manual on msf2020

Hi how are you? I couldn't focus manually with a shallow depth of field in the latest version, in the previous versions I could see some blue aids where it showed the area in focus, but not now. I set aperture, focal plane distance and focal length but I don't see changes, could you help me?
12

CinematicDoF / Emphasize no target plane

Tried filters in DCS and IL-2. While they do work, they do not work as expected.
Starting in default settings with auto-focus checked makes no difference: renders 100% sharp from fore- to background. Unckecking autofocus flashes an all over blue screen and then blurs the picture uniformely from fore- to background.
Turning down 'manual focus plane' to 0.10 renders a sharp picture. Increasing the value blurs the picture uniformly.
Checking 'CoC values and focus plane' gives a uniform picture of brown-red color.
I suspect a problem with depth information?
I have latest versions of Reshade (DX9/11/12 install for both sims) and Nvidia drivers. I also tried Reshade 4.8.

Anamorphic factor isn't resulting in perfect circles on non-square ARs

from EDCVBNM

it seems that the anamorphic factor in CineDOF get's stretched to the aspect ratio that the app is running at
the solution i found is using this line pixelVector.x *= (BUFFER_RCP_HEIGHT / BUFFER_RCP_WIDTH); right after defining pixelVector inside the CalculateAnamorphicRotationMatrix function, and on top of that allowing the "Anamorphic alignment factor" variable to go down to -1 to archive a perfect circle the image i sent shows at the top the original code with an Anamorphic alignment factor of 0 bc it's the lowest it allows and at the bottom the fix with an Anamorphic alignment factor of -1

image

Wrong file ending

It looks like the shader files within the OtisFX folder have the wrong file ending. Instead of .fx it should be .h otherwise they aren't loaded into ReShade. Not sure if intentional or not.

Apply dither after combining when conversion is made to uint8 to avoid banding

Prod80:

you could do something similar in your DoF shader... just use 16F textures until you go for output and after combining the blurred textures apply a dither to it... then when it goes for output and is transformed back to uint8 it is rounded and the dither is applied there automatically due to the minor variations applied by the gaussian noise texture. It's very cheap, easy to implement, and results are great.

Some effects not working?

Hello,
sorry but I can't find anything to this theme - I had installed the master.zip and it is also displayed in home of reshade. But some effects like an example depthdarkness doesn't work. I despair.. I had tried out so much different things - but it's not working.

reshade

Greetings, Sway

Far plane max blur issue with performance mode turned on

Been using this with active gameplay. Far plane max blur is turned to 0.00 and near plane max blur 1.10 when swapping to performance mode in reshade the plane max blur is turned up all the way and objects in the distance are also blurry.

Blur problem in performance mode ( latest default reshade )

Hey, I read your comment and went to install plain reshade.
The problem persists.
If you turn Far plane max blur to 0.00 and hit performance mode the far plane blur seems to be active in performance mode.
I have asked others to try it and they are getting the same results as me.

Branch for additional art styles?

Feature request
I use this shader extensively in Star Citizen.
In terms of creating more screenshot artwork,
how hard would it be to alter the far plane blur component to do art styles instead such as a Van Gogh art style, or abstract and impressionist, and maybe even cubism?
Thank you for creating this awesome shader!

Hard to find papers on this specific use case.
This idea is taken to the absolute extreme in this paper, around page 70 to see results
https://oaktrust.library.tamu.edu/handle/1969.1/151313

Can add autofocus sample radius?

Can you add autofocus sample radius, like the one in ADOF (qUINT) by Pascal?
Your DOF looks the best and is easily adjustable but the autofocus is really limited when I cant use mouse cursor to drive the focus.

Feature Request: Depth haze blending

I absolutely love your depth haze shader. I wanted to make a feature request if it's possible which is adding color blending to the depth haze as well (overlay, Cdiffuse, multiply, etc). Similar to how it's done in adaptive fog.

Apologies if this is the wrong place for it and if I'm being too forward. Thank you anyways for creating such a cool shader!

CinematicDOF.fx failed to compile error X4509

Hello. I was having an issue with the latest release of CinematicDOF.fx being failed to compile in the game Sims 4, with the message of "error X4509: maximum sampler register index exceeded, target has 16 slots, manual bind to slot s16 failed". This issue persists with just the standard shader and otis_inf installed, from the ReShade library or directly from GitHub. The issue also occurs in ReShade 4.9 and 5.x, including the latest 5.6 ReShade version.

However converting back to OtisFX version 1.2.5 is okay :)

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