Stylized HDR postprocessing stack with some game-specific shaders
- ACES tonemapper
- Digital autoexposure
- Barrel distortion
- Chroma subsampling
- Color filtering
- Light-biased digital noise
- Edge detection night vision (like in Elite: Dangerous)
- Exposure correction
- Mask blurring (smudges etc.)
- Texture overlays
- NVG phosphor burn-in
- Digital sensor blowout
- Install ReShade for any game of your choosing
- Copy the
reshade-shadersfolder from this repository to the game executable's folder - Start the game
- Open the ReShade UI (
Homeby default) - Enable the
Color ExpandandColor Collapseshaders. MoveColor ExpandbeforeColor Collapse - Now, put any of the supplied shaders in between. Go wild with the settings!
- Make sure to save your preset at the end
Most shaders allow values to go beyond sane limits, because it's fun.
Digital autoexposure does not work at a 0 ms sampling interval.
Edge detection night vision (EdgeDetectNV.fx) supports the default SDR pipeline, but uses HDR for continuity. Check out the file if you want it to use SDR instead.
Edge detection night vision is also very fiddly to get right. I should provide a ReShade preset at some point.
MaskBlur somehow has no blur to it?
There are several debugging shaders. They're not intended to look good, and instead give you some information about the pipeline's HDR content.
These shaders are Luminosity and FakeColor. They should probably be swapped around or even removed as they are showing the same information in two different ways.
This project contains a couple functions from other sources.
The list is as follows: