thanks! so this is the best way to disable shader?
i know 3Dmigoto is dx11 fix original program,but what about dx9 fix? is there a original program that i can hunting shader in dx9 fix?
thanks! so this is the best way to disable shader?
i know 3Dmigoto is dx11 fix original program,but what about dx9 fix? is there a original program that i can hunting shader in dx9 fix?
[quote="toomyxp"]With the help of DarkStar yesterday, I was able to fix the skyboxes. Now, I would like to fix water reflections as well, and later shadows.
The problem with the water is that it adds stereo separation to the reflections, but those already had separation, so now the reflections are not lined up with their objects on the land. If I remove the separation with the following formula [code]"o0.x -= separation * (o0.w - convergence);"[/code]
then the reflections are ok, but the water itself is rendered at screendepth.
Is there a way to detect in the water reflection vertex shader if the currently processed input already has separation applied to it so this shader shouldn't add it's own separation? Or in other words, apply the separation only to the water itself and skip in case of reflections?[/quote]
See if you can find the pixel shader for the water & apply the correction there.
For example:
[code]//water - halo fix
Texture2D<float4> t4 : register(t4);
Texture2D<float4> t3 : register(t3);
Texture2D<float4> t2 : register(t2);
Texture2D<float4> t1 : register(t1);
Texture2D<float4> t0 : register(t0);
SamplerState s4_s : register(s4);
SamplerState s3_s : register(s3);
SamplerState s2_s : register(s2);
SamplerState s1_s : register(s1);
SamplerState s0_s : register(s0);
cbuffer cb2 : register(b2)
{
float4 cb2[2];
}
cbuffer cb1 : register(b1)
{
float4 cb1[8];
}
cbuffer cb0 : register(b0)
{
float4 cb0[27];
}
Texture2D<float4> StereoParams : register(t125);
Texture1D<float4> IniParams : register(t120);
void main(
float4 v0 : SV_POSITION0,
float2 v1 : TEXCOORD0,
float w1 : TEXCOORD7,
float4 v2 : TEXCOORD1,
float4 v3 : TEXCOORD2,
float4 v4 : TEXCOORD3,
float4 v5 : TEXCOORD4,
float4 v6 : TEXCOORD5,
float4 v7 : COLOR0,
float4 v8 : TEXCOORD6,
uint v9 : SV_IsFrontFace0,
out float4 o0 : SV_Target0)
{
float4 r0,r1,r2,r3,r4,r5,r6;
uint4 bitmask, uiDest;
float4 fDest;
float4 stereo = StereoParams.Load(0);
float4 r30 = v8;
r30.x += stereo.x*(r30.w - stereo.y) * 0.5; //--Stereoize TEXCOORD6
r0.xy = r30.xy / r30.ww; //---------------v8.xy & v8.ww changed to r30
r0.xyzw = t0.Sample(s1_s, r0.xy).xyzw;
r0.x = cb1[7].z * r0.x + cb1[7].w;
r0.x = 1 / r0.x;
r0.x = -cb1[5].y + r0.x;
r0.y = -cb1[5].y + r30.z; //v8.z changed to r30.z
..
[/code]
In this case, I wasn't sure which texcoord would fix the water. So I tried all of them (v1 through v8) until I found the one that worked.
toomyxp said:With the help of DarkStar yesterday, I was able to fix the skyboxes. Now, I would like to fix water reflections as well, and later shadows.
The problem with the water is that it adds stereo separation to the reflections, but those already had separation, so now the reflections are not lined up with their objects on the land. If I remove the separation with the following formula
"o0.x -= separation * (o0.w - convergence);"
then the reflections are ok, but the water itself is rendered at screendepth.
Is there a way to detect in the water reflection vertex shader if the currently processed input already has separation applied to it so this shader shouldn't add it's own separation? Or in other words, apply the separation only to the water itself and skip in case of reflections?
See if you can find the pixel shader for the water & apply the correction there.
HAH, I made it. A dynamic specular reflections from the headlights which were non existent before :)
Thanks guys once again. Another milestone reached from my list of improvements.
Here's a little video for showoff :)
https://www.youtube.com/watch?v=YQ-wOJ47HOY
HAH, I made it. A dynamic specular reflections from the headlights which were non existent before :)
Thanks guys once again. Another milestone reached from my list of improvements.
Thank you 4everAwake! I tested your suggestion and there is something happening indeed, though I don't underdstand it yet. The separation appears to be shifting the left and right images diagonally instead of laterally only. So the water separation is not just increasing to the sides but the left and the right images are shifting propotionally up and down too.
It is so frustrating as I'm sure your suggestion is the solution but I don't have enough background knowledge to apply it correctly, I'm afraid.
/* // I've tested each of them one by one, and together as well, as the vertex shader is putting a specific water layer into each textcoord. For example: One is just for sun glare, second is for the ripples, third is for transparency etc.
r10.x += separation * (r10.w - convergence)*co;
r11.x += separation * (r11.w - convergence)*co;
r12.x += separation * (r12.w - convergence)*co;
//r13.x += separation * (r13.w - convergence)*co; //variable is float2, it doesn't have w component
r14.x += separation * (r14.w - convergence)*co;
r15.x += separation * (r15.w - convergence)*co;
r16.x += separation * (r16.w - convergence)*co;
r17.x += separation * (r17.w - convergence)*co;
*/
When I use the add render target method and press F10 the game crashes
Here are my d3dx.ini entries
[code]
[ResourceHeadlights]
[ShaderOverride-c0677e8702c32f18]
Hash = c0677e8702c32f18
ps-t111 = copy ResourceHeadlights
post ps-t111 = null
[ShaderOverride-4977ae594eb27c06]
Hash = 4977ae594eb27c06
ResourceHeadlights = copy o0
o1 = reference ResourceHeadlights
post o1 = null
[/code]
edit1: I don't see any errors in the log file either.
edit2: Even resizing the window or going in and from fullscreen crashes the game. I know it's experimental as you mentioned it many times, but I desperately need it working.
edit1: I don't see any errors in the log file either.
edit2: Even resizing the window or going in and from fullscreen crashes the game. I know it's experimental as you mentioned it many times, but I desperately need it working.
[quote="Oomek"]When I use the add render target method and press F10 the game crashes[/quote]Oh well, untested code is usually buggy code and I guess I'm not infallible - the crashes should be fixed in [s]1.2.24[/s]1.2.14
[quote="masterotaku"]Sorry for the late response. I have been busy these days. But this would be me trying something like that:
[img]http://i.kinja-img.com/gawker-media/image/upload/japbcvpavbzau9dbuaxf.jpg[/img]
[quote="DarkStarSword"]On the other hand, if you've seen through my attempt to recruit a new coder and have no interest in doing this, let me know and I'll do it ;-)
[/quote]
Hahaha :p. I am a web developer (html, css, javascript, php, java, etc), and it's totally different from these other things. I want to learn, but I'm not prepared to be in the team yet. I wish I had more free time. And yes, you're free to do that yourself :p. You'll do it faster and better than me, even in the case I could manage to make it work.[/quote]I've added this to 3DMigoto [s]1.2.4[/s]1.2.14, but don't get your hopes up - I gave it a try on a few things in Far Cry 4 and only suceeded in breaking everything. I still think it could work, but perhaps only in some games or maybe there's still some missing pieces of the puzzle. If you want to try it, identify the texture hash, create a [TextureOverride] section for it and add width=blah and height=blah to it - it's likley that "blah" should be some power of 2. You will need to restart the game for the changes to take effect.
Oomek said:When I use the add render target method and press F10 the game crashes
Oh well, untested code is usually buggy code and I guess I'm not infallible - the crashes should be fixed in 1.2.241.2.14
masterotaku said:Sorry for the late response. I have been busy these days. But this would be me trying something like that:
DarkStarSword said:On the other hand, if you've seen through my attempt to recruit a new coder and have no interest in doing this, let me know and I'll do it ;-)
Hahaha :p. I am a web developer (html, css, javascript, php, java, etc), and it's totally different from these other things. I want to learn, but I'm not prepared to be in the team yet. I wish I had more free time. And yes, you're free to do that yourself :p. You'll do it faster and better than me, even in the case I could manage to make it work.
I've added this to 3DMigoto 1.2.41.2.14, but don't get your hopes up - I gave it a try on a few things in Far Cry 4 and only suceeded in breaking everything. I still think it could work, but perhaps only in some games or maybe there's still some missing pieces of the puzzle. If you want to try it, identify the texture hash, create a [TextureOverride] section for it and add width=blah and height=blah to it - it's likley that "blah" should be some power of 2. You will need to restart the game for the changes to take effect.
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
I've seen in the history on GitHub some changes in the assigning render targets. I just need to ask. Is there any chance to see the new release this week with fix for the crashes? If not don't worry, I still have a backup plan of how to deal with my problem without creating extra render targets, a bit time consuming though. I can reference all the resources from one shader to another and copy entire code and make my changes. I just need to know if I should carry on with my plan or wait for a new release.
I've seen in the history on GitHub some changes in the assigning render targets. I just need to ask. Is there any chance to see the new release this week with fix for the crashes? If not don't worry, I still have a backup plan of how to deal with my problem without creating extra render targets, a bit time consuming though. I can reference all the resources from one shader to another and copy entire code and make my changes. I just need to know if I should carry on with my plan or wait for a new release.
[quote="Oomek"]I've seen in the history on GitHub some changes in the assigning render targets. I just need to ask. Is there any chance to see the new release this week with fix for the crashes?[/quote]It's already released:
[quote="DarkStarSword"]the crashes should be fixed in 1.2.24[/quote]
Oomek said:I've seen in the history on GitHub some changes in the assigning render targets. I just need to ask. Is there any chance to see the new release this week with fix for the crashes?
It's already released:
DarkStarSword said:the crashes should be fixed in 1.2.24
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Where? When? How? the latest version I see is 1.2.14 on the releases page.
edit:
stop making tricks on me :) it is 1.2.14 and it doesn't crash anymore!!! I followed you suggestion and I believed I've got the latest one and was waiting for 1.2.24 :)
BIG Thanks!!!
Where? When? How? the latest version I see is 1.2.14 on the releases page.
edit:
stop making tricks on me :) it is 1.2.14 and it doesn't crash anymore!!! I followed you suggestion and I believed I've got the latest one and was waiting for 1.2.24 :)
I've just added a new feature to 3DMigoto to make it easier to work with Unity games when you have to force full screen mode to get 3D to engage. To alt+tab out of these games without them locking up you will be able to uncomment the toggle_full_screen option, then:
F7, Alt+Enter, Alt+Tab
To force full screen to get 3D to engage again, do:
F7, Alt+Enter
Sometimes you might need to Ctrl+T after that it seems. This will be in 1.2.15, which hasn't been released yet - if anyone urgently wants this feature let me know.
I've just added a new feature to 3DMigoto to make it easier to work with Unity games when you have to force full screen mode to get 3D to engage. To alt+tab out of these games without them locking up you will be able to uncomment the toggle_full_screen option, then:
F7, Alt+Enter, Alt+Tab
To force full screen to get 3D to engage again, do:
F7, Alt+Enter
Sometimes you might need to Ctrl+T after that it seems. This will be in 1.2.15, which hasn't been released yet - if anyone urgently wants this feature let me know.
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Feature complete: Showing the first line of text of a shader file in the Overlay UI. v1.2.15
[img]http://sg.bo3b.net/fc4/FarCry411_85.jps[/img]
You can add anything you like as the first line of the file. Should also work for ASM files, and CS, GS, DS, HS.
Let me know if you run into any problems with it, I only tested it in FC4.
i know 3Dmigoto is dx11 fix original program,but what about dx9 fix? is there a original program that i can hunting shader in dx9 fix?
See if you can find the pixel shader for the water & apply the correction there.
For example:
In this case, I wasn't sure which texcoord would fix the water. So I tried all of them (v1 through v8) until I found the one that worked.
Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35
Thanks guys once again. Another milestone reached from my list of improvements.
Here's a little video for showoff :)
EVGA GeForce GTX 980 SC
Core i5 2500K
MSI Z77A-G45
8GB DDR3
Windows 10 x64
It is so frustrating as I'm sure your suggestion is the solution but I don't have enough background knowledge to apply it correctly, I'm afraid.
Here are my d3dx.ini entries
edit1: I don't see any errors in the log file either.
edit2: Even resizing the window or going in and from fullscreen crashes the game. I know it's experimental as you mentioned it many times, but I desperately need it working.
EVGA GeForce GTX 980 SC
Core i5 2500K
MSI Z77A-G45
8GB DDR3
Windows 10 x64
1.2.241.2.14I've added this to 3DMigoto
1.2.41.2.14, but don't get your hopes up - I gave it a try on a few things in Far Cry 4 and only suceeded in breaking everything. I still think it could work, but perhaps only in some games or maybe there's still some missing pieces of the puzzle. If you want to try it, identify the texture hash, create a [TextureOverride] section for it and add width=blah and height=blah to it - it's likley that "blah" should be some power of 2. You will need to restart the game for the changes to take effect.2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD
Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
EVGA GeForce GTX 980 SC
Core i5 2500K
MSI Z77A-G45
8GB DDR3
Windows 10 x64
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD
Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword
edit:
stop making tricks on me :) it is 1.2.14 and it doesn't crash anymore!!! I followed you suggestion and I believed I've got the latest one and was waiting for 1.2.24 :)
BIG Thanks!!!
EVGA GeForce GTX 980 SC
Core i5 2500K
MSI Z77A-G45
8GB DDR3
Windows 10 x64
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD
Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword
F7, Alt+Enter, Alt+Tab
To force full screen to get 3D to engage again, do:
F7, Alt+Enter
Sometimes you might need to Ctrl+T after that it seems. This will be in 1.2.15, which hasn't been released yet - if anyone urgently wants this feature let me know.
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD
Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword
You can add anything you like as the first line of the file. Should also work for ASM files, and CS, GS, DS, HS.
Let me know if you run into any problems with it, I only tested it in FC4.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
EVGA GeForce GTX 980 SC
Core i5 2500K
MSI Z77A-G45
8GB DDR3
Windows 10 x64