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|_| \_\___|____/|_| |_|\__,_|\__,_|\___| by Crosire
Read this whole post before doing anything!
About
:
ReShade is an advanced post-processing injector. It features its very own effect language, based on HLSL, which not only makes API and platform independent shaders possible, but also introduces a wide range of useful features designed especially for post-processing effect development.
In contrast to all the existing injectors ReShade was written to be completly generic: it itself does not come with any effects, it's a toolset for shader developers to realize their very own imagination. Define and use your own textures right in the shader code, request custom timers etc., retrieve access to every game's color and depthbuffer (which ReShade is able to genericly identify and hook across games without any extra configuration), no matter if it renders with Direct3D8 (which is wrapped to Direct3D9 to allow using higher shadermodels), Direct3D9, Direct3D10, Direct3D11 or OpenGL (and in both 32bit and 64bit). A highly advanced dynamic hooking system is reponsible for keeping
track of the APIs. And because ReShade as mentioned comes with its own shader transpiler, shaders written once work in all five.
Donations to keep this project alive are warmly welcomed!
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Download:
This release marks the first publicly available beta after over half a year in development. It is meant to give shader developers a preview of ReShade's features and gamers a way to participate in testing the next step in graphical game modification. So:
It is a BETA!
As Terrasque once said: "It could [...] crash the computer. Or turn your shirt into cheese. Or just plain not work.". Please make yourself aware of that before trying.
Also do not forget to read the whole README.txt file before installing!
If you are a shader developer or somebody who wants to mirror the download, please do not distribute the ReShade DLLs yourself along your shaders during the public beta. Updates may appear quickly and it would be hard to keep track of all the different versions out there otherwise. I'll probably remove that restrictions once the beta is over and the first release is out, but for now please point your users to
this post to let them download the most recent build from here. Thanks a lot!
It would be nice if you take a minute or two after installation to fill in
this survey created by JPulowski. It provides us with the information needed to create a proper documentation for both ReShade and SweetFX.
Choose one of the files below. Installation is pretty straight forward most of them time: Just read the readme (follow the instructions there) and run the setup provided with the download. The first is targeted at shader developers and comes with a detailed example on how to get started with ReShade's shading language, second is targed at gamers and comes with a preview of SweetFX 2.0 by CeeJay.dk written for ReShade:
Besides these packs, there are more shaders already ported to ReShade by various authors. They are mainly for advanced users, who read the readme and know what to do with them. Some can be found here (please PM me if you want yours to be included in the list):
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Bug Reporting:
If you encounter a bug (with both ReShade or the SweetFX 2.0 preview), problem or game that doesn't seem work with it (and is not on the list below), please use this thread to report back.
A report should contain at least a detailed description of what doesn't work or what you expect and which doesn't happen and a list of what you tried so far. If ReShade created a log ("[RESHADEDLLNAME].log"), please append that too.
In special cases it may be useful or requested by me to create and append a full tracelog. Doing that is easy: Simply rename "[RESHADEDLLNAME].log" to "[RESHADEDLLNAME].tracelog" and run the game again.
A good bug report could look similar to this template (by CeeJay):
Code:
RESHADE VERSION: X.XX.XX.XXX
SHORT DESCRIPTION:
...
STEPS TO REPRODUCE: (if there are any special ones)
1) ...
2) ...
ACHIEVED RESULT:
...
EXPECTED RESULT:
...
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Compatibility:
Known to work:
- Battlefield: Bad Company 2 (depth access only shows FPS hands, because game clears buffer before rendering those)
- Battlefield 3
- Battlefield 4
- Borderlands: The Pre-Sequel
- Cube 2: Sauerbraten
- Dirt Showdown
- Far Cry 2 (depth access is empty, because game clears buffer before presenting)
- Grand Theft Auto: San Andreas
- Left 4 Dead 2 (needs to be installed to the "bin" folder)
- Max Payne 2
- Minecraft (depth access only shows GUI, because game clears buffer before rendering it, needs to be installed to the Java "bin" directory)
- Need for Speed: Hot Pursuit (2010)
- Need for Speed: Most Wanted (2005)
- Need for Speed: Most Wanted (2012)
- Need for Speed: Underground 2
- RAGE
- Spin Tires
- Steam overlay
- Team Fortress 2 (needs to be installed to the "bin" folder)
- Terasology (needs to be installed to the Java "bin" directory)
- Unreal Tournament 2004
- War Thunder
- Wolfenstein: The New Order
- ...
Known to not fully work (work is done on fixing these issues):
- Advent Rising
- Far Cry 4 (official version)
- Origin In-Game overlay
- Quake II
- Quake III Arena
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Example:
This uses custom Depth of Field, Bloom and CrossProcessing shaders, which are not part of SweetFX yet, for demonstration purposes.
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Additional credits:
Special thanks to Christian Jensen (CeeJay.dk).
He was a very great help in every possible way, did a lot of testing (especially regarding the shading language) and is always a nice person to talk to.
Thank you to all the closed beta testers as well. You were awesome, notably:
- CeeJay.dk
- Marty McFly
- Matsilagi
- Martigen
- K-putt
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Cheers and Merry Christmas everyone!
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