ReShade shaders and more
- Fun
- New developers can learn
- Coping mechanism
- More mosiac shapes
- Cascade multigrid fluid simulation
Some shaders require ReShade.fxh, ReShade's official helper file.
Shader (click to download) | Description |
---|---|
cAbberation | Chromatic abberation using vertex shader offset |
cAutoExposure | 2-pass automatic exposure |
cBloom | Dual-filtering bloom |
cBlur | Convolution using Vogel spiral sampling |
cCheckerBoard | Customizable 2-pattern checkerboard |
cColorBlendOp | Blend to backbuffer without copying textures |
cColorNormalization | Various color normalization algoritms |
cDefault | Initialize graphics pipeline (useful for comparing effects) |
cDualFilter | Pyramidal convolutions (box, Jorge Jimenez, and Kawase) |
cEdgeDetection | Edge detection kernels (4 bilinear, 2 discrete) |
cFilmGrain | Film grain without copying texture |
cFrameBlending | Frame blending using the previous result |
cGaussianBlur | HLSL implementation of RasterGrid's linear Gaussian blur |
cInterpolation | Optical flow frame blending |
cLetterBox | LetterBox without copying textures |
cLuminance | Various grayscale algoritms |
cMedian | 3x3 median filter |
cMotionBlur | Color motion blur |
cMotionMask | Frame masking based on temporal derivative |
cNoiseConvolution | Convolution using rotated gradient noise sampling |
cOpticalFlow | HLSL implementation of pyramidal Horn Schunck with visualization |
cOverlay | Simple backbuffer overlay |
cPingPong | Gaussian blur approximation using ping-pong box blurs |
cScale | Buffer scaling using vertex shaders |
cShard | Simple unmask sharpening |
cSimplexNoise | Simple noise and noise warp shader |
cSMAA | Minimalist version of SMAA, medium setting |
cSrcDestBlend | Backbuffer blending |
cThreshold | Quadratic color thresholding |
kContour | Contour line effect |
kDatamosh | Simulates video compression artifacts |
kMirror | Mirroring and kaleidoscope effect |
kVignette | Natural vignetting effect |
Practice | Variable |
---|---|
ALLCAPS | System-Value semantics, state parameters |
ALL_CAPS | Preprocessor macros and parameters |
SnakeCase | Discrete local and global data |
Snake_Case | Namespace, structs, functions, textures, sampler, and packed data (i.e. float4 TexCoord_Base_Water stores 2 UVs for 2 textures, base and water) |
_Snake_Case | Uniform data |
Suffix VS and PS |
PixelShader and VertexShader |
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