I am unstereoizing the X axis of o0 (saved first into a temporary register) and then using (optionally) an iniparam from r25.x to add its depth, assuming its value is between 0 and 1.
You can't read from an output register, as we said before, so you can't use o0 for any operation except as a result of them.
Wooow this is realy working !!! ill have a look into detail to understand it tomorrow.
Now i need to fix the issue that one of the hud shader element is mor into depth than the other....
May be i have to modify another output shader
annyway THX A LOT !!!!!!!!!!!!!!!
This will help me in further projects ^^ NOW i understand what you mean with saving o0 :-) just doo the operation that is done with o0 and save it to another register....ok easy ... after understanding ^^
THY !!!
Wooow this is realy working !!! ill have a look into detail to understand it tomorrow.
Now i need to fix the issue that one of the hud shader element is mor into depth than the other....
May be i have to modify another output shader
annyway THX A LOT !!!!!!!!!!!!!!!
This will help me in further projects ^^ NOW i understand what you mean with saving o0 :-) just doo the operation that is done with o0 and save it to another register....ok easy ... after understanding ^^
THY !!!
Like my work? Donations can be made via PayPal to: rauti@inetmx.de
I am not sure if beginner questions belong in this thread, but here goes..
Trying to fix the skybox in Madden 19, I was able to combine the Frostbite universal fix with a more recent version of d3d11.dll to get almost everything fixed. I thought it would be a simple matter of identifying the skybox shader and setting to zero:
But when I tried this it seemed to set everything but the sky to convergence of 0. I tried some other skybox fixes I found using search, but they did not result in any changes to the sky depth. Here is the only shader I found that affected the skybox when hunting:
// ---- Created with 3Dmigoto v1.3.11 on Thu Sep 06 16:29:14 2018
@masterotaku: thanks, was not aware of this bug. explains why I was unable to do the same in another game.
@DHR: worked like a charm, thanks for the suggested code. and thanks for your work on these universal fixes, really a breakthrough advancement for the 3D community. Game is completely playable in 3D and looks great, I never would have bought it in 2D..
@masterotaku: thanks, was not aware of this bug. explains why I was unable to do the same in another game.
@DHR: worked like a charm, thanks for the suggested code. and thanks for your work on these universal fixes, really a breakthrough advancement for the 3D community. Game is completely playable in 3D and looks great, I never would have bought it in 2D..
Hey ho its me again ^^
I have a strange problem that I knowled in 2 games now and i cant solve:
See the screenshot attached and look @ the box arround the font "DESK" .... disable_scissor = 1 is set but it does not cure it...any help here???
Did anyone here ever stereoize cubemaps (static textures that act as fake reflections, but they can move around)?
I had a certain degree of success today in Tokyo Xanadu Ex+. Now they never pop out of their surface. However, there's still one problem with camera position:
So the effect is flat at worst and fully separated at best.
One good angle at low convergence:
This one shows how when the image is closer to the north it gets flatter (other surfaces directly pointing north or south are 100% flat when you look at them straight):
The window being oblique to the camera may be a different thing altogether...
Pixel shader example:
//Fake window glass reflections PS.
// ---- Created with 3Dmigoto v1.3.11 on Thu Sep 27 23:11:11 2018
Nevermind. I got the hang of it. I also had to stereoize the z component, just like with the parallax occlusion mapping stereoization in Star Ocean.
[code]
r10.xyz=r1.xyz;
r1.x-=stereo.x*r10.z*stereo.y*0.065;
r1.z+=stereo.x*r10.x*stereo.y*0.065;
[/code]
Now the reflections are a lot better :). It gives you the impression that there is something out there, instead of a texture pasted on the window/mirror/floor that moves at an unnatural rotation speed.
Now the reflections are a lot better :). It gives you the impression that there is something out there, instead of a texture pasted on the window/mirror/floor that moves at an unnatural rotation speed.
Does Anyone have a problem if i will write a tutorial how to fix HUD in detail???? This is something i can mange with my given time and give some input to the community....
Does Anyone have a problem if i will write a tutorial how to fix HUD in detail???? This is something i can mange with my given time and give some input to the community....
Like my work? Donations can be made via PayPal to: rauti@inetmx.de
Do what you want :p. Will it cover what to do when two HUD shaders share some textures but not others and you end up with double depth applied to them, then having to do lots of texture overrides and then getting angry at the game? (my experience with Dragon Ball FighterZ. Yeah, I'm working on that game too.)
Do what you want :p. Will it cover what to do when two HUD shaders share some textures but not others and you end up with double depth applied to them, then having to do lots of texture overrides and then getting angry at the game? (my experience with Dragon Ball FighterZ. Yeah, I'm working on that game too.)
[quote="masterotaku"]Do what you want :p. Will it cover what to do when two HUD shaders share some textures but not others and you end up with double depth applied to them, then having to do lots of texture overrides and then getting angry at the game? (my experience with Dragon Ball FighterZ. Yeah, I'm working on that game too.)[/quote]
Yes it will :-) ... Individual texture overrides to move parts separately ... but i have to see how much in detail this is going. I cannot consider any possible case of a broken HUD ^^
masterotaku said:Do what you want :p. Will it cover what to do when two HUD shaders share some textures but not others and you end up with double depth applied to them, then having to do lots of texture overrides and then getting angry at the game? (my experience with Dragon Ball FighterZ. Yeah, I'm working on that game too.)
Yes it will :-) ... Individual texture overrides to move parts separately ... but i have to see how much in detail this is going. I cannot consider any possible case of a broken HUD ^^
Like my work? Donations can be made via PayPal to: rauti@inetmx.de
Hey Guys,
I am looking at fixing the Beta version of Elite Dangerous and I have been successful up until know..
Currently I am using DJ-RK's Fix as a template and it worked good so far.. But I currently am looking at the Shader for the Nebula Milky Way in the Maia system.
I went to the Release version and found this same shader and here it is. this is for the Nebulas/Milky way in the Maia sector:
[code]//Nebula
cbuffer cb0 : register(b0)
{
float4 cb0[4];
}
Texture2D<float4> StereoParams : register(t125);
Texture1D<float4> IniParams : register(t120);
void main(
float4 v0 : POSITION0,
float4 v1 : TEXCOORD0,
out float4 o0 : TEXCOORD0,
out float4 o1 : SV_Position0)
{
float4 r0;
uint4 bitmask, uiDest;
float4 fDest;
// copy value of v0 into oldv0, so we can adjust v0 for o0, and still use original value later for o1
float4 oldv0 = v0;
float4 st = StereoParams.Load(0);
float4 params = IniParams.Load(0);
float separation = st.x; float convergence = st.y;
v0.x -= separation;
r0.xyzw = cb0[1].xyzw * v0.yyyy;
r0.xyzw = v0.xxxx * cb0[0].xyzw + r0.xyzw;
r0.xyzw = v0.zzzz * cb0[2].xyzw + r0.xyzw;
o0.xyzw = v0.wwww * cb0[3].xyzw + r0.xyzw;
// o1.xyzw = v0.xyww;
o1.xyzw = oldv0.xyww;
return;
}
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xyzw 0 NONE float xyzw
// TEXCOORD 0 xyzw 1 NONE float
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD 0 xyzw 0 NONE float xyzw
// SV_Position 0 xyzw 1 POS float xyzw
//
vs_4_0
dcl_constantbuffer cb0[4], immediateIndexed
dcl_input v0.xyzw
dcl_output o0.xyzw
dcl_output_siv o1.xyzw, position
dcl_temps 1
mul r0.xyzw, v0.yyyy, cb0[1].xyzw
mad r0.xyzw, v0.xxxx, cb0[0].xyzw, r0.xyzw
mad r0.xyzw, v0.zzzz, cb0[2].xyzw, r0.xyzw
mad o0.xyzw, v0.wwww, cb0[3].xyzw, r0.xyzw
mov o1.xyzw, v0.xyww
ret
// Approximately 0 instruction slots used
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
[/code]
Now I found the same shader altho a few things where different but mainly the same.. So here is the shader for the Nebulas/Milky Way in the maia system in the Beta release:
[code]//Nebula/Milky Way Beta release maia system..
// ---- Created with 3Dmigoto v1.2.54 on Sun Nov 11 21:06:20 2018
cbuffer cb0 : register(b0)
{
float4 cb0[4] : packoffset(c0);
}
Texture2D<float4> StereoParams : register(t125);
// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);
void main(
float4 v0 : POSITION0,
float4 v1 : TEXCOORD0,
out float4 o0 : TEXCOORD0,
out float4 o1 : SV_Position0)
{
float4 r0,r1;
uint4 bitmask, uiDest;
float4 fDest;
// copy value of v0 into oldv0, so we can adjust v0 for o0, and still use original value later for o1
float4 oldv0 = v0;
float4 st = StereoParams.Load(0);
float4 params = IniParams.Load(0);
float separation = st.x; float convergence = st.y;
v0.x -= separation;
r0.xyzw = cb0[1].xyzw * v0.yyyy;
r1.x = StereoParams.Load(float4(0,0,0,0)).x;
r1.y = v0.x + -r1.x;
r1.y = r1.x * -2 + r1.y;
r0.xyzw = r1.yyyy * cb0[0].xyzw + r0.xyzw;
r0.xyzw = v0.zzzz * cb0[2].xyzw + r0.xyzw;
r0.xyzw = v0.wwww * cb0[3].xyzw + r0.xyzw;
o0.x = r1.x * 0.99000001 + r0.x;
o0.yzw = r0.yzw;
// o1.xyzw = v0.xyww;
o1.xyzw = oldv0.xyww;
return;
}
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20789
//
// using 3Dmigoto v1.2.54 on Sun Nov 11 21:06:20 2018
//
//
// Buffer Definitions:
//
// cbuffer cb0
// {
//
// float4 cb0[4]; // Offset: 0 Size: 64
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// StereoParams texture float4 2d 125 1
// cb0 cbuffer NA NA 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xyzw 0 NONE float xyzw
// TEXCOORD 0 xyzw 1 NONE float
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD 0 xyzw 0 NONE float xyzw
// SV_Position 0 xyzw 1 POS float xyzw
//
vs_4_1
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[4], immediateIndexed
dcl_resource_texture2d (float,float,float,float) t125
dcl_input v0.xyzw
dcl_output o0.xyzw
dcl_output_siv o1.xyzw, position
dcl_temps 2
mul r0.xyzw, v0.yyyy, cb0[1].xyzw
ld r1.x, l(0, 0, 0, 0), t125.xyzw
add r1.y, -r1.x, v0.x
mad r1.y, r1.x, l(-2.000000), r1.y
mad r0.xyzw, r1.yyyy, cb0[0].xyzw, r0.xyzw
mad r0.xyzw, v0.zzzz, cb0[2].xyzw, r0.xyzw
mad r0.xyzw, v0.wwww, cb0[3].xyzw, r0.xyzw
mad o0.x, r1.x, l(0.990000), r0.x
mov o0.yzw, r0.yyzw
mov o1.xyzw, v0.xyww
ret
// Approximately 11 instruction slots used
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
[/code]
I will put the files below incase you would want a closer inspection.. I tried various things that seemed should have worked but did not.. Now a further note I did get it at 1 point to separate but it was double the normal separation and could not figure out how to reduce it to make it normal..
So at some point I did almost get it working just not properly but it was separated but way too much..
Will appreciate some help on this one as I don't understand why for the most part it does nothing at all..
I am looking at fixing the Beta version of Elite Dangerous and I have been successful up until know..
Currently I am using DJ-RK's Fix as a template and it worked good so far.. But I currently am looking at the Shader for the Nebula Milky Way in the Maia system.
I went to the Release version and found this same shader and here it is. this is for the Nebulas/Milky way in the Maia sector:
// copy value of v0 into oldv0, so we can adjust v0 for o0, and still use original value later for o1
float4 oldv0 = v0;
float4 st = StereoParams.Load(0);
float4 params = IniParams.Load(0);
float separation = st.x; float convergence = st.y;
v0.x -= separation;
Now I found the same shader altho a few things where different but mainly the same.. So here is the shader for the Nebulas/Milky Way in the maia system in the Beta release:
//Nebula/Milky Way Beta release maia system..
// ---- Created with 3Dmigoto v1.2.54 on Sun Nov 11 21:06:20 2018
// copy value of v0 into oldv0, so we can adjust v0 for o0, and still use original value later for o1
float4 oldv0 = v0;
float4 st = StereoParams.Load(0);
float4 params = IniParams.Load(0);
float separation = st.x; float convergence = st.y;
v0.x -= separation;
I will put the files below incase you would want a closer inspection.. I tried various things that seemed should have worked but did not.. Now a further note I did get it at 1 point to separate but it was double the normal separation and could not figure out how to reduce it to make it normal..
So at some point I did almost get it working just not properly but it was separated but way too much..
Will appreciate some help on this one as I don't understand why for the most part it does nothing at all..
I am unstereoizing the X axis of o0 (saved first into a temporary register) and then using (optionally) an iniparam from r25.x to add its depth, assuming its value is between 0 and 1.
You can't read from an output register, as we said before, so you can't use o0 for any operation except as a result of them.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
Now i need to fix the issue that one of the hud shader element is mor into depth than the other....
May be i have to modify another output shader
annyway THX A LOT !!!!!!!!!!!!!!!
This will help me in further projects ^^ NOW i understand what you mean with saving o0 :-) just doo the operation that is done with o0 and save it to another register....ok easy ... after understanding ^^
THY !!!
Like my work? Donations can be made via PayPal to: rauti@inetmx.de
Trying to fix the skybox in Madden 19, I was able to combine the Frostbite universal fix with a more recent version of d3d11.dll to get almost everything fixed. I thought it would be a simple matter of identifying the skybox shader and setting to zero:
[ShaderOverrideSky]
Hash=0cd19f6ddcee02f0
Convergence=0
But when I tried this it seemed to set everything but the sky to convergence of 0. I tried some other skybox fixes I found using search, but they did not result in any changes to the sky depth. Here is the only shader I found that affected the skybox when hunting:
You'll have to use and older version like 1.2.73 to use "Convergence=0".
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
Like @masterotaku write... the 0 convergence is a bug.
Try this:
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
Like my work? Donations can be made via PayPal to: rauti@inetmx.de
@DHR: worked like a charm, thanks for the suggested code. and thanks for your work on these universal fixes, really a breakthrough advancement for the 3D community. Game is completely playable in 3D and looks great, I never would have bought it in 2D..
I have a strange problem that I knowled in 2 games now and i cant solve:
See the screenshot attached and look @ the box arround the font "DESK" .... disable_scissor = 1 is set but it does not cure it...any help here???
Like my work? Donations can be made via PayPal to: rauti@inetmx.de
I had a certain degree of success today in Tokyo Xanadu Ex+. Now they never pop out of their surface. However, there's still one problem with camera position:
- Facing north: 0 separation.
- Facing east: full separation effect.
- Facing south: 0 separation.
- Facing west: full separation effect.
So the effect is flat at worst and fully separated at best.
One good angle at low convergence:
This one shows how when the image is closer to the north it gets flatter (other surfaces directly pointing north or south are 100% flat when you look at them straight):
The window being oblique to the camera may be a different thing altogether...
Pixel shader example:
If there's any standard formula that can help make these reflections be at full depth easily, please tell me.
Games that do this right (by their own developers) are Doom 3 BFG Edition and Deus Ex Mankind Divided.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
Now the reflections are a lot better :). It gives you the impression that there is something out there, instead of a texture pasted on the window/mirror/floor that moves at an unnatural rotation speed.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
Like my work? Donations can be made via PayPal to: rauti@inetmx.de
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
Yes it will :-) ... Individual texture overrides to move parts separately ... but i have to see how much in detail this is going. I cannot consider any possible case of a broken HUD ^^
Like my work? Donations can be made via PayPal to: rauti@inetmx.de
Like my work? Donations can be made via PayPal to: rauti@inetmx.de
I am looking at fixing the Beta version of Elite Dangerous and I have been successful up until know..
Currently I am using DJ-RK's Fix as a template and it worked good so far.. But I currently am looking at the Shader for the Nebula Milky Way in the Maia system.
I went to the Release version and found this same shader and here it is. this is for the Nebulas/Milky way in the Maia sector:
Now I found the same shader altho a few things where different but mainly the same.. So here is the shader for the Nebulas/Milky Way in the maia system in the Beta release:
I will put the files below incase you would want a closer inspection.. I tried various things that seemed should have worked but did not.. Now a further note I did get it at 1 point to separate but it was double the normal separation and could not figure out how to reduce it to make it normal..
So at some point I did almost get it working just not properly but it was separated but way too much..
Will appreciate some help on this one as I don't understand why for the most part it does nothing at all..
Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit