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Populate the zbuffer for broader ReShade compatability #70
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I don't think this works the way I thought it did.
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! |
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. |
That's okay, I can do the final edits myself. :) |
Oh, okay, thanks! |
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. |
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).
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: