The Evil Within by Tango Gameworks / Shinji Mikami / Bethesda (2014)
15 / 15
I have fixed a shader that appears on the save point mirrors (wave effect. With my F2 hotkey, it's one of the effects that gets disabled. Keep that in mind). Here is the fixed shader:
https://s3.amazonaws.com/masterotaku/The+Evil+Within/d3873aa8da6af16b-vs_replace.txt
Place it in the "ShaderFixes" folder.
If I find (and manage to fix) something else that wasn't fixed before, I'll post it.
I have fixed two water shaders (wavy effect):
https://s3.amazonaws.com/masterotaku/The+Evil+Within/6e544f30049328d3-vs_replace.txt
https://s3.amazonaws.com/masterotaku/The+Evil+Within/3a3bbfe0f0460bab-vs_replace.txt
Place them in the "ShaderFixes" folder.
I have a question for you, DHR. The vertex shader "d8869dcbc94acdea-vs_replace.txt", called "Fog 2" by you, places some air particles at a fixed depth. With the fix disabled, they are correct (other almost identical particles must be using a different shader). Where does this shader use (incorrectly) a fog effect? Post a save file if you can, please. I'll try to make it affect only fog.
I'll keep playing the game with that fix disabled in case I see that fog.
PS: I'm working on a reflection that appears SPOILEEEEERS AHEAD in episode 5, on the crystal tank where a woman is trapped (that's where I fixed those two water shaders). Still work in progress because I'm still looking for the correct depth value. END OF SPOOOOOILEEEERS.
This reflection pixel shader (screen depth by default):
[code]//Tank reflection PS.
// ---- Created with 3Dmigoto v1.2.41 on Sun Sep 18 20:13:07 2016
cbuffer constantBufferP : register(b0)
{
float4 renderpositiontoviewtexture : packoffset(c0);
float4 binkmaskrate : packoffset(c1);
}
SamplerState samp_state_binky_s : register(s0);
SamplerState samp_state_binkcr_s : register(s1);
SamplerState samp_state_binkcb_s : register(s2);
Texture2D<float4> samp_tex_binky : register(t0);
Texture2D<float4> samp_tex_binkcr : register(t1);
Texture2D<float4> samp_tex_binkcb : register(t2);
// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);
void main(
float4 v0 : TEXCOORD1,
float4 v1 : COLOR0,
float4 v2 : SV_Position0,
out float4 o0 : SV_Target0)
{
float4 r0,r1;
uint4 bitmask, uiDest;
float4 fDest;
float4 stereo = StereoParams.Load(0);
float4 nuepos;
float4 nuev2;
nuepos.xyzw=renderpositiontoviewtexture.xyzw;
//nuepos.x+=stereo.x*(nuepos.w-stereo.y);
nuev2.xyzw=v2.xyzw;
nuev2.x-=stereo.x*(nuepos.w-stereo.y+50.75)*20;
r0.xy = nuev2.xy * renderpositiontoviewtexture.zw + renderpositiontoviewtexture.xy;
r0.z = samp_tex_binkcb.Sample(samp_state_binkcb_s, r0.xy).x;
r1.xyz = float3(0,-0.391448975,2.01782227) * r0.zzz;
r0.z = samp_tex_binkcr.Sample(samp_state_binkcr_s, r0.xy).x;
r0.x = samp_tex_binky.Sample(samp_state_binky_s, r0.xy).x;
r0.yzw = r0.zzz * float3(1.59579468,-0.813476563,0) + r1.xyz;
r0.xyz = r0.xxx * float3(1.16412354,1.16412354,1.16412354) + r0.yzw;
r0.xyz = float3(-0.87065506,0.529705048,-1.08166885) + r0.xyz;
r0.xyz = binkmaskrate.xyz * r0.xyz;
o0.xyz = v1.xyz * r0.xyz;
o0.w = 0.200000003 * v1.w;
return;
}
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// using 3Dmigoto v1.2.41 on Sun Sep 18 20:13:07 2016
//
//
// Buffer Definitions:
//
// cbuffer constantBufferP
// {
//
// float4 renderpositiontoviewtexture;// Offset: 0 Size: 16
// float4 binkmaskrate; // Offset: 16 Size: 16
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// samp_state_binky sampler NA NA 0 1
// samp_state_binkcr sampler NA NA 1 1
// samp_state_binkcb sampler NA NA 2 1
// samp_tex_binky texture float4 2d 0 1
// samp_tex_binkcr texture float4 2d 1 1
// samp_tex_binkcb texture float4 2d 2 1
// constantBufferP cbuffer NA NA 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD 1 xyzw 0 NONE float
// COLOR 0 xyzw 1 NONE float xyzw
// SV_Position 0 xyzw 2 POS float xy
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target 0 xyzw 0 TARGET float xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[2], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t2
dcl_input_ps linear v1.xyzw
dcl_input_ps_siv linear noperspective v2.xy, position
dcl_output o0.xyzw
dcl_temps 2
mad r0.xy, v2.xyxx, cb0[0].zwzz, cb0[0].xyxx
sample_indexable(texture2d)(float,float,float,float) r0.z, r0.xyxx, t2.yzxw, s2
mul r1.xyz, r0.zzzz, l(0.000000, -0.391448975, 2.01782227, 0.000000)
sample_indexable(texture2d)(float,float,float,float) r0.z, r0.xyxx, t1.yzxw, s1
sample_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t0.xyzw, s0
mad r0.yzw, r0.zzzz, l(0.000000, 1.59579468, -0.813476563, 0.000000), r1.xxyz
mad r0.xyz, r0.xxxx, l(1.16412354, 1.16412354, 1.16412354, 0.000000), r0.yzwy
add r0.xyz, r0.xyzx, l(-0.870655060, 0.529705048, -1.08166885, 0.000000)
mul r0.xyz, r0.xyzx, cb0[1].xyzx
mul o0.xyz, r0.xyzx, v1.xyzx
mul o0.w, v1.w, l(0.200000)
ret
// Approximately 12 instruction slots used
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
[/code]
Edit: I have updated the "extra options" file from the previous page (https://s3.amazonaws.com/masterotaku/The+Evil+Within/TheEvilWithin_extra_options.zip) with one more shader, to also disable DoF in cutscenes when you press F3. I don't recommend the F2 hotkey, by the way. It disables too many effects.
I have a question for you, DHR. The vertex shader "d8869dcbc94acdea-vs_replace.txt", called "Fog 2" by you, places some air particles at a fixed depth. With the fix disabled, they are correct (other almost identical particles must be using a different shader). Where does this shader use (incorrectly) a fog effect? Post a save file if you can, please. I'll try to make it affect only fog.
I'll keep playing the game with that fix disabled in case I see that fog.
PS: I'm working on a reflection that appears SPOILEEEEERS AHEAD in episode 5, on the crystal tank where a woman is trapped (that's where I fixed those two water shaders). Still work in progress because I'm still looking for the correct depth value. END OF SPOOOOOILEEEERS.
This reflection pixel shader (screen depth by default):
//Tank reflection PS.
// ---- Created with 3Dmigoto v1.2.41 on Sun Sep 18 20:13:07 2016
@masterotaku
The "Fog 2" shader and others VS (i remove then from the ShaderFixes) have some strange stuff...the same VS control different effects, some are at correct depth and others are in 2D, if you fix the shaders you make the effect visceversa (the one fixed now is wrong and the one broken fixed). I left that way because is less bad, sometimes fixing the VS make another effect worst and more anoying. I try to separate, but i don't found a proper way (use texture separation don't work, is the same texture, etc..)
Put a very clear tag to every VS so you know if you already fixed, because in another chaper you will see broken and if you remove the fix, is OK.
The "Fog 2" shader and others VS (i remove then from the ShaderFixes) have some strange stuff...the same VS control different effects, some are at correct depth and others are in 2D, if you fix the shaders you make the effect visceversa (the one fixed now is wrong and the one broken fixed). I left that way because is less bad, sometimes fixing the VS make another effect worst and more anoying. I try to separate, but i don't found a proper way (use texture separation don't work, is the same texture, etc..)
Put a very clear tag to every VS so you know if you already fixed, because in another chaper you will see broken and if you remove the fix, is OK.
[quote="DHR"]the same VS control different effects, some are at correct depth and others are in 2D, if you fix the shaders you make the effect visceversa (the one fixed now is wrong and the one broken fixed). I left that way because is less bad, sometimes fixing the VS make another effect worst and more anoying.[/quote]
I imagined that :(. The 3 shaders I posted (mirror save points and water) are 100% OK for now. I'm at chapter 5. I hope the "Fog 2" shader makes a broken appearance later so I can take a look too.
Also in chapter 5, there is a wave effect (that makes the main character dizzy) after you reunite with your friends that doesn't look right: "1bacdba14959d65d-ps_replace.txt" ("DEcals DLC"). It didn't seem related to any vertex shader in the cutscene. Just to let you know (I have to sleep now and can't use another PC to modify the shader in real time right now).
DHR said:the same VS control different effects, some are at correct depth and others are in 2D, if you fix the shaders you make the effect visceversa (the one fixed now is wrong and the one broken fixed). I left that way because is less bad, sometimes fixing the VS make another effect worst and more anoying.
I imagined that :(. The 3 shaders I posted (mirror save points and water) are 100% OK for now. I'm at chapter 5. I hope the "Fog 2" shader makes a broken appearance later so I can take a look too.
Also in chapter 5, there is a wave effect (that makes the main character dizzy) after you reunite with your friends that doesn't look right: "1bacdba14959d65d-ps_replace.txt" ("DEcals DLC"). It didn't seem related to any vertex shader in the cutscene. Just to let you know (I have to sleep now and can't use another PC to modify the shader in real time right now).
sorry to bump an old thread, but I just picked up this game during the sale as I wanted to play it in 3D before trying the sequel -- but am having a weird issue. I play every game possible in OU (TaB) so I am used to using the checkerboard option, I followed the instructions, and am using the the ACIII profile.
when I start the game with the fix in place, the bottom half of the screen looks like it would for over/under...but the top half of the screen is then divided even more. So the the bottom half of the top half of the full screen is half, then the top half is split again. Its like the fix is applying the over/under output to the top half of EVERY top half - which keeps going until its too thin to see at the very top of the screen. So basically its horizontal images that get thinner and thinner from bottom to the very top (with the very bottom one being normal TaB size). A picture would probably be more useful than this description, but hopefully someone knows what this might be?
I have tried using fix manager and manually installing, but same issue happens. I thought it might have something to do with game not having true exclusive fullscreen -- so I tried using tv's native 2160 resolution for desktop and in game, but still happened. SBS produces same results too, except images gets thinner from right to left. any ideas?
sorry to bump an old thread, but I just picked up this game during the sale as I wanted to play it in 3D before trying the sequel -- but am having a weird issue. I play every game possible in OU (TaB) so I am used to using the checkerboard option, I followed the instructions, and am using the the ACIII profile.
when I start the game with the fix in place, the bottom half of the screen looks like it would for over/under...but the top half of the screen is then divided even more. So the the bottom half of the top half of the full screen is half, then the top half is split again. Its like the fix is applying the over/under output to the top half of EVERY top half - which keeps going until its too thin to see at the very top of the screen. So basically its horizontal images that get thinner and thinner from bottom to the very top (with the very bottom one being normal TaB size). A picture would probably be more useful than this description, but hopefully someone knows what this might be?
I have tried using fix manager and manually installing, but same issue happens. I thought it might have something to do with game not having true exclusive fullscreen -- so I tried using tv's native 2160 resolution for desktop and in game, but still happened. SBS produces same results too, except images gets thinner from right to left. any ideas?
Press CTRL+ALT+F11 to disable Compatibiliy Mode (CM) (be sure you have the advanced settings in the Nvidia control panel)....using AC3 profile will make CM the default.
Press CTRL+ALT+F11 to disable Compatibiliy Mode (CM) (be sure you have the advanced settings in the Nvidia control panel)....using AC3 profile will make CM the default.
[quote="DHR"]Press CTRL+ALT+F11 to disable Compatibiliy Mode (CM) (be sure you have the advanced settings in the Nvidia control panel)....using AC3 profile will make CM the default.[/quote]
wow, rookie mistake (never had to disable CM before). working nicely now, thanks for taking the time to respond and thanks for all your hard work on these fixes!!!
DHR said:Press CTRL+ALT+F11 to disable Compatibiliy Mode (CM) (be sure you have the advanced settings in the Nvidia control panel)....using AC3 profile will make CM the default.
wow, rookie mistake (never had to disable CM before). working nicely now, thanks for taking the time to respond and thanks for all your hard work on these fixes!!!
https://s3.amazonaws.com/masterotaku/The+Evil+Within/d3873aa8da6af16b-vs_replace.txt
Place it in the "ShaderFixes" folder.
If I find (and manage to fix) something else that wasn't fixed before, I'll post it.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
https://s3.amazonaws.com/masterotaku/The+Evil+Within/6e544f30049328d3-vs_replace.txt
https://s3.amazonaws.com/masterotaku/The+Evil+Within/3a3bbfe0f0460bab-vs_replace.txt
Place them in the "ShaderFixes" folder.
I have a question for you, DHR. The vertex shader "d8869dcbc94acdea-vs_replace.txt", called "Fog 2" by you, places some air particles at a fixed depth. With the fix disabled, they are correct (other almost identical particles must be using a different shader). Where does this shader use (incorrectly) a fog effect? Post a save file if you can, please. I'll try to make it affect only fog.
I'll keep playing the game with that fix disabled in case I see that fog.
PS: I'm working on a reflection that appears SPOILEEEEERS AHEAD in episode 5, on the crystal tank where a woman is trapped (that's where I fixed those two water shaders). Still work in progress because I'm still looking for the correct depth value. END OF SPOOOOOILEEEERS.
This reflection pixel shader (screen depth by default):
Edit: I have updated the "extra options" file from the previous page (https://s3.amazonaws.com/masterotaku/The+Evil+Within/TheEvilWithin_extra_options.zip) with one more shader, to also disable DoF in cutscenes when you press F3. I don't recommend the F2 hotkey, by the way. It disables too many effects.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
The "Fog 2" shader and others VS (i remove then from the ShaderFixes) have some strange stuff...the same VS control different effects, some are at correct depth and others are in 2D, if you fix the shaders you make the effect visceversa (the one fixed now is wrong and the one broken fixed). I left that way because is less bad, sometimes fixing the VS make another effect worst and more anoying. I try to separate, but i don't found a proper way (use texture separation don't work, is the same texture, etc..)
Put a very clear tag to every VS so you know if you already fixed, because in another chaper you will see broken and if you remove the fix, is OK.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
I imagined that :(. The 3 shaders I posted (mirror save points and water) are 100% OK for now. I'm at chapter 5. I hope the "Fog 2" shader makes a broken appearance later so I can take a look too.
Also in chapter 5, there is a wave effect (that makes the main character dizzy) after you reunite with your friends that doesn't look right: "1bacdba14959d65d-ps_replace.txt" ("DEcals DLC"). It didn't seem related to any vertex shader in the cutscene. Just to let you know (I have to sleep now and can't use another PC to modify the shader in real time right now).
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
when I start the game with the fix in place, the bottom half of the screen looks like it would for over/under...but the top half of the screen is then divided even more. So the the bottom half of the top half of the full screen is half, then the top half is split again. Its like the fix is applying the over/under output to the top half of EVERY top half - which keeps going until its too thin to see at the very top of the screen. So basically its horizontal images that get thinner and thinner from bottom to the very top (with the very bottom one being normal TaB size). A picture would probably be more useful than this description, but hopefully someone knows what this might be?
I have tried using fix manager and manually installing, but same issue happens. I thought it might have something to do with game not having true exclusive fullscreen -- so I tried using tv's native 2160 resolution for desktop and in game, but still happened. SBS produces same results too, except images gets thinner from right to left. any ideas?
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
wow, rookie mistake (never had to disable CM before). working nicely now, thanks for taking the time to respond and thanks for all your hard work on these fixes!!!