How to fix/disable shaders in games(DLL,guide and fixes).
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Hello I'm using DLL to disable a specific shader in game When I'm using debug dll and find it manually and disable from the game, it works perfectly fine. But if I'm creating file in \ShaderOverride\PixelShaders, with just "ps_3_0", instead of shader being gone I get a black square on a place it has been. The original dump of the shader is: [code]// // Generated by Microsoft (R) HLSL Shader Compiler 10.1 // // Parameters: // // float _BlockSize; // sampler2D _FrameBuffer1; // float4 _ScreenParams; // // // Registers: // // Name Reg Size // ------------- ----- ---- // _ScreenParams c0 1 // _BlockSize c1 1 // _FrameBuffer1 s0 1 // ps_3_0 def c2, -1, 0.5, 1, 0 dcl_texcoord v0.xyw dcl_2d s0 rcp r0.x, v0.w mul r0.xy, r0.x, v0 mov r1.x, c2.x add r0.zw, r1.x, c0 mul r0.zw, r0, c1.x rcp r1.x, r0.z rcp r1.y, r0.w mul r1.xy, r0, r1 frc r1.zw, r1_abs.xyxy cmp r1.xy, r1, r1.zwzw, -r1.zwzw mad r0.xy, r1, -r0.zwzw, r0 mad r0.xy, r0.zwzw, c2.y, r0 add r0.z, -r0.y, c2.z texld_pp oC0, r0.xzzw, s0 // approximately 14 instruction slots used (1 texture, 13 arithmetic) [/code] Please help me to get rid of it... thanks!
Hello
I'm using DLL to disable a specific shader in game
When I'm using debug dll and find it manually and disable from the game, it works perfectly fine.
But if I'm creating file in \ShaderOverride\PixelShaders, with just "ps_3_0", instead of shader being gone I get a black square on a place it has been.
The original dump of the shader is:
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
// Parameters:
//
// float _BlockSize;
// sampler2D _FrameBuffer1;
// float4 _ScreenParams;
//
//
// Registers:
//
// Name Reg Size
// ------------- ----- ----
// _ScreenParams c0 1
// _BlockSize c1 1
// _FrameBuffer1 s0 1
//

ps_3_0
def c2, -1, 0.5, 1, 0
dcl_texcoord v0.xyw
dcl_2d s0
rcp r0.x, v0.w
mul r0.xy, r0.x, v0
mov r1.x, c2.x
add r0.zw, r1.x, c0
mul r0.zw, r0, c1.x
rcp r1.x, r0.z
rcp r1.y, r0.w
mul r1.xy, r0, r1
frc r1.zw, r1_abs.xyxy
cmp r1.xy, r1, r1.zwzw, -r1.zwzw
mad r0.xy, r1, -r0.zwzw, r0
mad r0.xy, r0.zwzw, c2.y, r0
add r0.z, -r0.y, c2.z
texld_pp oC0, r0.xzzw, s0

// approximately 14 instruction slots used (1 texture, 13 arithmetic)

Please help me to get rid of it... thanks!

Posted 10/05/2017 08:15 PM   
Try this and tell me what happens (also, what's the shader about?): [code] // // Generated by Microsoft (R) HLSL Shader Compiler 10.1 // // Parameters: // // float _BlockSize; // sampler2D _FrameBuffer1; // float4 _ScreenParams; // // // Registers: // // Name Reg Size // ------------- ----- ---- // _ScreenParams c0 1 // _BlockSize c1 1 // _FrameBuffer1 s0 1 // ps_3_0 def c2, -1, 0.5, 1, 0 dcl_texcoord v0.xyw dcl_2d s0 rcp r0.x, v0.w mul r0.xy, r0.x, v0 mov r1.x, c2.x add r0.zw, r1.x, c0 mul r0.zw, r0, c1.x rcp r1.x, r0.z rcp r1.y, r0.w mul r1.xy, r0, r1 frc r1.zw, r1_abs.xyxy cmp r1.xy, r1, r1.zwzw, -r1.zwzw mad r0.xy, r1, -r0.zwzw, r0 mad r0.xy, r0.zwzw, c2.y, r0 add r0.z, -r0.y, c2.z mov r0.xyzw, c2.wwww texld_pp oC0, r0.xzzw, s0 // approximately 14 instruction slots used (1 texture, 13 arithmetic) [/code] Or instead of "texld_pp oC0, r0.xzzw, s0", try "mov oC0, c2.wwww".
Try this and tell me what happens (also, what's the shader about?):

//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
// Parameters:
//
// float _BlockSize;
// sampler2D _FrameBuffer1;
// float4 _ScreenParams;
//
//
// Registers:
//
// Name Reg Size
// ------------- ----- ----
// _ScreenParams c0 1
// _BlockSize c1 1
// _FrameBuffer1 s0 1
//

ps_3_0
def c2, -1, 0.5, 1, 0
dcl_texcoord v0.xyw
dcl_2d s0
rcp r0.x, v0.w
mul r0.xy, r0.x, v0
mov r1.x, c2.x
add r0.zw, r1.x, c0
mul r0.zw, r0, c1.x
rcp r1.x, r0.z
rcp r1.y, r0.w
mul r1.xy, r0, r1
frc r1.zw, r1_abs.xyxy
cmp r1.xy, r1, r1.zwzw, -r1.zwzw
mad r0.xy, r1, -r0.zwzw, r0
mad r0.xy, r0.zwzw, c2.y, r0
add r0.z, -r0.y, c2.z
mov r0.xyzw, c2.wwww
texld_pp oC0, r0.xzzw, s0

// approximately 14 instruction slots used (1 texture, 13 arithmetic)


Or instead of "texld_pp oC0, r0.xzzw, s0", try "mov oC0, c2.wwww".

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Posted 10/05/2017 08:36 PM   
[quote="masterotaku"]Try this and tell me what happens (also, what's the shader about?): ...[/quote] Thank you for answer In first case I'm getting a square, with a texture of some of random backgrounds, not frontal background but like some more deep layer of it. In second case I'm getting white square. The thing is, if I locate element manually with debug version even with this buggy override, it will be properly disabled. The shader is like, blur effect. It's unity engine btw, if this is matters. Also: when the game just started, shader with this CRC isn't present yet - I can't find it with debug dll. It only appears and could be found once a level is loaded. Maybe this matters too?
masterotaku said:Try this and tell me what happens (also, what's the shader about?):
...


Thank you for answer
In first case I'm getting a square, with a texture of some of random backgrounds, not frontal background but like some more deep layer of it.
In second case I'm getting white square.
The thing is, if I locate element manually with debug version even with this buggy override, it will be properly disabled.

The shader is like, blur effect. It's unity engine btw, if this is matters.

Also: when the game just started, shader with this CRC isn't present yet - I can't find it with debug dll. It only appears and could be found once a level is loaded. Maybe this matters too?

Posted 10/05/2017 09:22 PM   
[quote="rsod"] Thank you for answer In first case I'm getting a square, with a texture of some of random backgrounds, not frontal background but like some more deep layer of it. In second case I'm getting white square. The thing is, if I locate element manually with debug version even with this buggy override, it will be properly disabled. The shader is like, blur effect. It's unity engine btw, if this is matters.[/quote] Oh, OK. Try more things and experiment, like copying "r0" into a new "r3" after "mul r0.zw, r0, c1.x" (doing "mov r3, r0") and using it at the end ("texld_pp oC0, r3.xzzw, s0"). [quote="rsod"]Also: when the game just started, shader with this CRC isn't present yet - I can't find it with debug dll. It only appears and could be found once a level is loaded. Maybe this matters too?[/quote] If you have "UseRenderedShaders = true" in DX9Settings.ini, it's normal, because you'll only cycle through active shaders.
rsod said:
Thank you for answer
In first case I'm getting a square, with a texture of some of random backgrounds, not frontal background but like some more deep layer of it.
In second case I'm getting white square.
The thing is, if I locate element manually with debug version even with this buggy override, it will be properly disabled.

The shader is like, blur effect. It's unity engine btw, if this is matters.


Oh, OK. Try more things and experiment, like copying "r0" into a new "r3" after "mul r0.zw, r0, c1.x" (doing "mov r3, r0") and using it at the end ("texld_pp oC0, r3.xzzw, s0").

rsod said:Also: when the game just started, shader with this CRC isn't present yet - I can't find it with debug dll. It only appears and could be found once a level is loaded. Maybe this matters too?


If you have "UseRenderedShaders = true" in DX9Settings.ini, it's normal, because you'll only cycle through active shaders.

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

Posted 10/05/2017 10:09 PM   
[quote="masterotaku"][quote="rsod"] Oh, OK. Try more things and experiment, like copying "r0" into a new "r3" after "mul r0.zw, r0, c1.x" (doing "mov r3, r0") and using it at the end ("texld_pp oC0, r3.xzzw, s0").[/quote] this sadly didn't worked either, was the same result as in first attempt. I also tried to change numbers randomly, but this did not worked as well...
masterotaku said:
rsod said:
Oh, OK. Try more things and experiment, like copying "r0" into a new "r3" after "mul r0.zw, r0, c1.x" (doing "mov r3, r0") and using it at the end ("texld_pp oC0, r3.xzzw, s0").

this sadly didn't worked either, was the same result as in first attempt.
I also tried to change numbers randomly, but this did not worked as well...

Posted 10/05/2017 10:33 PM   
Hello, I have a new stupid question... How can I get other 3dmigoto variable than x,..z (eg x5) in ASM shader with the line: [code]ld_indexable(texture1d)(float,float,float,float) r41.xyzw, l(0, 0, 0, 0), t120.xyzw [/code] ?
Hello, I have a new stupid question...
How can I get other 3dmigoto variable than x,..z (eg x5) in ASM shader with the line:

ld_indexable(texture1d)(float,float,float,float) r41.xyzw, l(0, 0, 0, 0), t120.xyzw

?

Posted 02/06/2018 06:35 PM   
Change the first number in the literal: [code] ld_indexable(texture1d)(float,float,float,float) r41.xyzw, l(5, 0, 0, 0), t120.xyzw [/code]
Change the first number in the literal:

ld_indexable(texture1d)(float,float,float,float) r41.xyzw, l(5, 0, 0, 0), t120.xyzw

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Posted 02/06/2018 08:26 PM   
Hi all, I am still going through The Witcher 3 (I just finished Hearts of Stone and will soon embark on Blood and Wine) and I am also trying to get a really good texture mod to work with the 3D Vision Fix but this mod introduces some really nice reflective surface textures to streams that don't play nice with the 3D Vision Fix. I've emailed DarkStarSword about the issue but they may have likely moved on to other projects / may not still be enjoying TW3. Anyhow, I've narrowed down the offending shader fixes in the ShaderFixes folder (with these left in place there is no texture whatsoever in streams) to: 4c8fdd48f990f10a-vs_replace.txt 4c8fdd48f990f10a-vs_replace.bin and 09afb40787f2cb8e-vs_replace.txt 09afb40787f2cb8e-vs_replace.bin http://helixmod.blogspot.com/2016/06/the-witcher-3-wild-hunt.html This game looks infinitely better with HD Reworked 5.1, have a look (you may need to scroll through), especially at the rivers in question: https://www.nexusmods.com/witcher3/mods/1021/?tab=images&BH=5 I've read the initial post here, I am more than willing to attempt to fix this on my end I just need a little guidance as this is a bit over my head. Any help greatly appreciated!!!!!
Hi all, I am still going through The Witcher 3 (I just finished Hearts of Stone and will soon embark on Blood and Wine) and I am also trying to get a really good texture mod to work with the 3D Vision Fix but this mod introduces some really nice reflective surface textures to streams that don't play nice with the 3D Vision Fix. I've emailed DarkStarSword about the issue but they may have likely moved on to other projects / may not still be enjoying TW3.

Anyhow, I've narrowed down the offending shader fixes in the ShaderFixes folder (with these left in place there is no texture whatsoever in streams) to:


4c8fdd48f990f10a-vs_replace.txt
4c8fdd48f990f10a-vs_replace.bin

and

09afb40787f2cb8e-vs_replace.txt
09afb40787f2cb8e-vs_replace.bin


http://helixmod.blogspot.com/2016/06/the-witcher-3-wild-hunt.html

This game looks infinitely better with HD Reworked 5.1, have a look (you may need to scroll through), especially at the rivers in question:

https://www.nexusmods.com/witcher3/mods/1021/?tab=images&BH=5

I've read the initial post here, I am more than willing to attempt to fix this on my end I just need a little guidance as this is a bit over my head.

Any help greatly appreciated!!!!!

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https://www.3dmark.com/compare/fs/14520125/fs/11807761#

Posted 08/04/2018 01:40 AM   
[quote="-=HeliX=-"][url="http://helixmod.wikispot.org/gamelist"]Full list of fixed games[/url]. [/quote] Mod is currently not working with current version of dota 2 or I am failed to make it work.
-=HeliX=- said:Full list of fixed games.

Mod is currently not working with current version of dota 2 or I am failed to make it work.

Posted 07/05/2019 03:33 PM   
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