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Saturday, September 18, 2021

ReShade : Other Commonly Used Shaders

Table of content:

  1. Setting up ReShade & configuration 
  2. Explaining depth detection, Depth of Field (DoF), Fog effect & Screenspace RayTracing Global Illumination (RTGI)
  3. Other commonly used shaders ◀ you are here (updated 29/9/2021)
  4. Random Tips  (added 20/9/2021)
Got question? Shoot me a whisper/private message on Discord, username NameInvalid#3419 or KUZU ⩌.⩌ on Custom Maid Server.


This page list out some shaders I commonly uses. Which includes:

  • qUINT Lightroom : this shader offer a lot of color adjustment options, you practically almost don't need any other color adjustment shader anymore with this one. Like it's name suggest, it tries to simulate the functionalities provided by Adobe Lightroom, which is a photography editing software.
  • Chromatic Aberration (prism.fx) : the differences between this CA shader compared to others is, it only affect the edges and not center of the image. This is important to make your subjects don't become fuzzy.
  • Clarity : this is a simple shader to enhance contrast of certain element in your scene. Normally just enable and done.
  • MMJ's Cell Shader : this is another shader that you likely won't find it in any Github packages. Here is the original link. For your convenient you can just download this fx file and put it inside "reshade-shaders/shaders/" folder. This is a simple to use cell-shading or "toon" effect shader.
  • Multi LUT : Look Up Table, or LUT for short, is a set of data that tells the game/program what color it should replace that specific tone with. All those photo filters you use on phone apps, those are basically LUT. Multi LUT have a list of selectable LUTs and also convenient slider to adjust it's intensity.
  • FXAA : from the SweetFX package, just to add a bit more anti aliasing to the game. Despite cranking to 8X in COM3D2, it still isn't appear that great.

and... many more example see further below.


Multi LUT

You can find my custom Multi LUT collection here (updated 29 Sept 2021):
https://www.mediafire.com/file/qs3b7z3zht2whvv/custom+multi+LUT+29+sept+2021.zip/file

  • "The LUT to use" select one from this list
  • "LUT chroma" refer to how much the selected LUT should affect the color of the visual
  • "LUT luma" refer to how much the selected LUT should affect the brightness / contrast of the visual
My LUT example (click to see larger picture). Most of these LUTs are very extreme with very specific purpose/mood, may not want to use them at full intensity depending on the scene.





Example effect of some shaders

The following section are screenshot of effects from various shaders to give you an idea of what they do. Link included, if there is no link that means they can be acquired from this repositoryhttps://github.com/Mortalitas/GShade/ for convenient purpose. Of course you can also acquire them from their original author's GitHub or official ReShade Github.

Install process:

  • download the repository files by hitting the green "Code" buttion > download ZIP
  • extract it somewhere else (not directly into the game folder, there are too many shaders in there!)
  • pick and choose only shader effect file you want, copy them into COM3D2/reshade-shaders/shaders/
  • if upon reloading ReShade and you get error loading the newly added shader file, check the log see if you missing any pre-requisite files

While many of these effect appear to be rather simple by them self, it is possible to utilize them in creative way to achieve great / weird effects. They are just like Photoshop filter effects, by them self alone maybe it didn't do anything interesting; but when used it in a complex workflow you can use it to achieve interesting results.

Extra note: it is possible to have multiple copies of the same shader effect by simply making copies of the shader FX file and give them different names.

//--

  • MMJ's Cell Shader : one of many many other cell-shading / toon effect. I prefer this one simply because of it's simplicity.
  • Display Depth : mainly just used to check if depth detection is setup correctly. But you can also use the depth map for other purposes outside of the game.
  • Adaptive Fog : single color fog where you can adjust distance from camera, color & opacity.
  • Prism.fx (Chromatic Aberration) : this chromatic aberrations shader only affect the edge and not the center of the image so your subject won't become fussy
  • RTGI (this isn't free) : Screenspace RayTracing Global Illumination, adds ambient occlusion (soft shadow) and light bounce effect, particular useful for older games to improve lighting. The debug view allows you to check and adjust intensity of the effect to suit the scene.
  • Atmospheric Density : another fog effect but this one is much more advance and appear a lot more 3D than Adaptive Fog. Also have the ability to scatter lights like a proper fog should do.
  • PKD FlatShade : yet another cell-shade / toon shader effect.


  • PPFX Godrays : light shaft effect, horizontal & vertical position can be adjusted.
  • Posterize : poster effect, color can be adjusted.
  • TiltShift : simple edge blurring effect, angle and intensity can be adjusted.
  • Canvas Fog : a more advance version of Adaptive Fog, allows two color blending of various different shape, angle, overlay mode, etc.
  • qUINT SSR : Screenspace Reflection, adds reflection effect to flat surfaces.
  • Spotlight : add spot of light, distance from camera can be adjusted, as well as changing color & intensity.
  • Backdrop (pkd_Backdrop) : a quick shader to cut off background from specify distance with solid color. Two different colors can be assigned.
  • RimLight : strange lighting effect.


  • Directional Depth Blur : motion blur effect where you can specify the distance of it's effect from camera, aside from it's intensity.
  • qUINT DoF : Depth of Field effect with bokeh capability.
  • TinyPlanet : round and round and round we go...
  • VHS Pro : VHS tape effect. VHS is the old school bulky home video tape.
  • Retro Neon : another strange effect
  • Pixelate : censor your game for whatever reason
  • Glitch : break your screen for whatever reason
  • CRT : simulate old school CRT monitor scanline effect


  • Nostalgia : simulate color of various old school gaming console devices. Works better on bright colored scene instead of dark scene though.
  • Mesh Edge : show edges. Not sure why you want to use this when SceneCapture also have this function and more customizable. But might be useful for other games.
  • Gravity : strange pixel falling effect.
  • Aspect Ratio Composition : allow display of grid & letterbox to help composition / subject positioning
  • qUINT Bloom : a rather soft bloom effect
  • qUINT MXAO : ambient occlusion effect, also came with a debug view 






(advance) Creating your own LUT collection

It's not exactly super hard to create your own custom LUT collection, I walk through the steps below.

But the first hurdle is actually getting your LUT file. If you searched around online you will ended up with files like .cube, .3dl, .look.... they aren't PNG. These are the preset files for various softwares. But we actually need PNG file to be used in ReShade or SceneCapture.

Personally I'd prefer to get LUT which makes extreme changes to the visual. Because we really can just do minor tweaks with shader like qUINT Lightroom instead of hassle using LUT... Extreme one are the likes of this one: https://freshluts.com/luts/871

If you don't own Photoshop don't worry, you can do the same in https://www.photopea.com/

First we need to create our LUT tiles

Fortunately ReShade already give us a vanilla unmodified LUT tile you can find in - COM3D2\reshade-shaders\Textures\lut.png - the process is slightly different depending on the software you use:

Photoshop:

you want to put your downloaded LUT preset .cube file in - Adobe Photoshop CC 2019\Presets\3DLUTs - or whatever version you uses and wherever you install it. Then start or restart Photoshop. Open the lut.png provided by ReShade

Create a new layer > "Color Lookup...", under the list of "3DLUT File" you should find the .cube file you added earlier. Now you have successfully applied the LUT preset onto that image. Save it as a new PNG file somewhere.

PhotoPea:

Very similar process, except you need to load the cube file manually into the program.


How to utilize this LUT tiles?

If you intend to use this LUT tile with SceneCapture, simply place them in - COM3D2\Sybaris\UnityInjector\Config\SceneCapture\LUTs

If you intend to add them to ReShade, preferably into the MultiLUT shader so you have a list to pick from, go through the process below.

This is an example MultiLUT PNG texture used by ReShade. It's simple really, each row is a different LUT, you can add more rows as much as you want, as long as you program the amount correctly in the MultiLUT script file.

To not overwrite the existing Multi LUT shader file let's give it a different name and different texture name as well. Make a copy of existing "MultiLUT.fx" and call it something else, for example "My MultiLUT.fx"



  1. this point to the PNG texture file inside "reshade-shaders/textures/" folder. Use a different name for your own collection.
  2. this is the pixel size of per square of the LUT. Use whichever value depending on the LUT image you created. The one provided by ReShade is 32
  3. this refer to the amount of tile each LUT have, again it depends on the LUT texture you created. The one provided by ReShade is 32
  4. this refer to how many rows of different LUT are in the whole PNG image. My LUT PNG texture have 25 LUT rows, so I put 25 here. Do not screw up any of these numbers, otherwise you will get broken visual effect in-game. Make sure to count correctly!
  5. this is a list of all your LUT names, each saperated by " \0 " - that's a zero, not O. If the amount of LUT listed here didn't correspond to the amount on fLUT_LutAmount you gonna have problems.

To help you edit & position the LUT texture correctly, make sure to setup your image editor's grid to the correct pixel. Don't forget to make sure your canvas size is wide enough to fill all the LUT tiles! For example, a LUT of 64 pixel in TileSizeXY with 64 total TileAmount means it have an image width of 4096 pixel.




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Table of content:

  1. Setting up ReShade & configuration 
  2. Explaining depth detection, Depth of Field (DoF), Fog effect & Screenspace RayTracing Global Illumination (RTGI)
  3. Other commonly used shaders ◀ you are here (updated 29/9/2021)
  4. Random Tips  (added 20/9/2021)






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Author & Editor

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