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Populate the zbuffer for broader ReShade compatability #70

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AWBuchanan7
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@AWBuchanan7 AWBuchanan7 commented Jul 11, 2018

Here essentially I'm just populating the zbuffer so that more ReShade shaders are functional — you can see my repo reshade-shaders-retooled for some of the shaders I tested with.

You can see the following images illustrate how the shaders can now perceive depth, for all images I'm using the unfiltered, linear settings in AL+. (From left-to-right the vanilla image, the depth values as visualized by the Depth_Tool.fx shader, and the depth-based edge detection debug view from the Retool_SMAA.fx shader).

capture

Edit:

While explaining to a friend why this was interesting, I ended up compiling some screenshots of actual applications for some of the depth-based ReShade shader effects, I figured I'd upload them here as well. Some of the effects are more subtle than others, I don't have proper UI masking configured, and I combined in some effects that don't need depth as well to illustrate my point to my friend, but here's the screenshots I captured:

2018-07-12 1

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ata4 commented Jul 20, 2018

Okay, the final result after squashing all commits together is not as complex as I thought after looking at all the commits. Still, I think it needs some adjustments, since it's somewhat inefficient right now. I'd also like to use it as a separate mode to avoid the overhead for non-reshade users. But overall, it's surprisingly simple!

@AWBuchanan7
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Awesome, and I think that makes good sense. I can look into wrapping this up under a toggle, maybe something like a checkbox for "Enable depth mapping". I'll do a bit of prodding around to see if I can make it more efficient as well, but I'm a bit less confident in how far I'll be able to get with that.

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ata4 commented Jul 21, 2018

That's okay, I can do the final edits myself. :)

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Oh, okay, thanks!

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ata4 commented Sep 9, 2018

It will take a bit longer, since I can only work on the plugin during weekends right now. But I definitely want to put this into the next official build.

@ata4 ata4 added the pinned label Dec 31, 2020
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