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Designed for speed, this shader for ReShade is for people who can't just run everything at max settings but want good enough post-processing without costing much framerate. It combines 4 effects in one - Fast FXAA, sharpening, depth of field and fast ambient occlusion

License: MIT License

HLSL 100.00%

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glamarye_fast_effects_for_reshade's Issues

[Suggestion] - replace FXAA with SMAA

I think everything is clear here, FXAA blurs the font in the game, often it disturbs the eyes, so I propose to replace FXAA to SMAA, which can be put in anti-aliasing mode that will not blur the fonts in the game.
I know that SMAA shader can be included separately from your shader, it's more of a suggestion for convenience.

About your shader and some request

At the moment I firmly assert that your sharpening filter is the best one available, even better than CAS by amd and Nvidia sharpen, which I understood after a lot of testing and comparing your shader with others. I would like to know when there will be new versions? Plus I have an idea about Contrast Adaptive Sharpen. I'll be glad if I get an answer.

Outlines around objects

Hello,
I got this problem since the latest Reshade update (maybe even before but could have missed it) where objects including the decor and my character have this outline around them forming a halo which is being more noticeable in the darker areas.

Disabling the "Enable Fake GI effects that require depth (below)" makes the halo disapear but it feels like a non-solution.
Thanks for your help

Exemple: https://imgur.com/a/DbWM0M1

[BUG] - Black outlines near objects

In the game Quantum Break, I noticed such a sharpness bug that black outlines appear on some objects, especially on some white text for example, on the monitors that are in the game. I bring two photos for demonstration.

https://i.ibb.co/p477qSZ/1.png - your shader with a sharpness strength of 2
https://i.ibb.co/nms5Nr0/1.png - CAS shader with a value of 8

In the screenshots, this can be seen with a detailed approximation (blue circle) but in the game it can be seen very noticeably. It catches the eye.

Strange ssao behavior with directx9

Hello!
For some reason ssao doesn't work for me (only ao shine is visible) if the game resolution is set to native monitor res 1920x1080 , but if I lower the resolution to 1600x 900 for example, ssao works as usual. This only happens with dx9 games and started with release 4.1.
4.0 works fine.
win10 x64
GPU: gtx1060. Lastest drivers with clean install.
I also noticed that if I set the ao shine strength to 4 or more, the result looks a bit like rim lighting . Maybe it's possible to combine this with the Fake_GI color data or sky color and get some sort of fake rim light effect? Sorry if i'm talking nonsense)

Newer Version (7.0.0)

Hi , I just wanted to ask you : When there will be a newer version (like 7.0.0) Thanks

Closed

P.S my problem has been solved

bugfix GI divide by zero in Witcher 3 Next-Gen new game intro bathtub scene

When you start a new game in the Witcher 3 - Next Gen update (I don't know if the bug is present in the original or not), as the camera pans downwards and we see the wooden tub underneath Geralt's legs, the center of the tub exhibits jumpy black voids of nothing rendered. It happens whenever there are closeups of the nearest sections of the tub. The bug is only present in the GI instance of the shader, not in the non-GI instance. I tracked it down to a potential divide by zero that wasn't guarded against:

Current:
float contrast = dot(luma,(c-sharp_diff)/(bounce_area.rgb+gi.rgb));

Bug-fixed:
float contrast = dot(luma,(c-sharp_diff)/(bounce_area.rgb+gi.rgb+0.00001));

I'm thinking that with the tub right up against the camera, there must be both zero bounce area and zero gi, so it was dividing by zero and causing the artifacts? Guarding with +0.00001 fixes it and the artifacts go away.

Vulkan based games crashes with 4.0 update

Hello,Robert!
Thanks for the update!
I noticed that Vulkan games crashes for me with the new 4.0 version . (gtx1060 with latest drivers)
dx9,dx11 and ogl works fine.
could you please have a look

Question regarding Detect menus & videos

Hello, Robert!
First of all, thank you very much!
Your shader immediately became a must have for me from the very first release.
I'm wondering if it's possible to make a standalone version of Detect menus & videos, that will work with other shaders as well?
For example,can we have two instances "Detect menus & videos Start.fx" and "Detect menus & videos End.fx" and all shaders between them will be disabled or enabled depending on the depth buffer?

Failed to Compile Skyrim SE

Hello, I was trying to use the shaders you have based on a mod requirement from nexus, but the shaders fail to compile and I can't seem to figure it out. I have all the fx files from your page and I read the closed issues that seemed similar, but none of that worked still. I'll attach the log, but honestly I'm still pretty new to modding so I'm not sure if it's just some simple mistake I made. Any help you can offer would be greatly appreciated. Thank you
ReShade.log

Suggestion for reducing AO bleeding through fog/mist etc

The sliders for AO distance and brightness aren't really helping reduce AO from bleeding through fog, smoke and mist in my modded Skyrim, and Reveil.fx has a relatively high performance cost and doesn't entirely fix it either. However, I notice that most fog/mist/smoke ends up looking grey in-game, and if translucent it has the effect of making whatever is behind it look quite desaturated as well.

So if one could tell your AO to disregard screen areas below "x" saturation threshold via a saturation slider that might greatly improve the bleed-through situation.

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