Unravel 2 released. Any hope for a 3D Fix?
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Unravel 2 was released yesterday (June 9, 2018) Some information to the game: https://www.origin.com/deu/en-us/store/unravel/unravel-two Greatest change to Unravel 1 is the new Coop mode which is pure fun! (I played through main missions so far) However 3D is currently broken, mainly the shadows are wrong. Graphics look beatiful in this game and with a 3D fix this could be a real show case (even much better than Unravel 1 I think!). Maybe DHR interested in having a look at this game?
Unravel 2 was released yesterday (June 9, 2018)

Some information to the game: https://www.origin.com/deu/en-us/store/unravel/unravel-two


Greatest change to Unravel 1 is the new Coop mode which is pure fun! (I played through main missions so far)

However 3D is currently broken, mainly the shadows are wrong. Graphics look beatiful in this game and with a 3D fix this could be a real show case (even much better than Unravel 1 I think!).

Maybe DHR interested in having a look at this game?

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#1
Posted 06/10/2018 06:54 PM   
Until yesterday, I didn't even know the first one existed (because of it being an Origin exclusive, probably). At least the second one, looking at the trailer and gameplay, looks interesting and fun.
Until yesterday, I didn't even know the first one existed (because of it being an Origin exclusive, probably). At least the second one, looking at the trailer and gameplay, looks interesting and fun.

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#2
Posted 06/10/2018 09:00 PM   
yeah they dropped this one stealth release Beyonce style, I didn't even know they were working on it. I really liked the first one, but played it in 2D (back before I was "enlightened"). Might go back and play it in 3D to get ready for this one, hopefully unravel 2 gets a fix. just a word of caution, co-op is only local (not online). It can be played entirely single player too, saw some confusion around release about this.
yeah they dropped this one stealth release Beyonce style, I didn't even know they were working on it. I really liked the first one, but played it in 2D (back before I was "enlightened"). Might go back and play it in 3D to get ready for this one, hopefully unravel 2 gets a fix.

just a word of caution, co-op is only local (not online). It can be played entirely single player too, saw some confusion around release about this.

#3
Posted 06/10/2018 11:23 PM   
First Unravel was a really nice/emotional game - has one of those lump in the throat endings. It is an Origin exclusive though - but is often on sale for about $5.
First Unravel was a really nice/emotional game - has one of those lump in the throat endings. It is an Origin exclusive though - but is often on sale for about $5.

#4
Posted 06/11/2018 01:20 AM   
Game uses the Frostbite Engine, hence it is worth simply try DHRs universal fix. If its working i can have a look @ the game if there are some issues left (UI etc..).
Game uses the Frostbite Engine, hence it is worth simply try DHRs universal fix. If its working i can have a look @ the game if there are some issues left (UI etc..).

Like my work? Donations can be made via PayPal to: rauti@inetmx.de

#5
Posted 06/11/2018 05:38 AM   
[quote="Losti"]Game uses the Frostbite Engine, hence it is worth simply try DHRs universal fix. If its working i can have a look @ the game if there are some issues left (UI etc..).[/quote] Where did you get this information Unravel Two using the Frostbite Engine? I did not find any information on this via Google. Unravel 1 used the PhyreEngine. So I would have assumed that Unravel 2 uses the same engine (however I couldn't find any information on that). I just tried the Universal Frostbite Fix but shadows are still broken. So I guess it's using either another engine or some regex patterns are missing for the fix.
Losti said:Game uses the Frostbite Engine, hence it is worth simply try DHRs universal fix. If its working i can have a look @ the game if there are some issues left (UI etc..).


Where did you get this information Unravel Two using the Frostbite Engine? I did not find any information on this via Google.

Unravel 1 used the PhyreEngine. So I would have assumed that Unravel 2 uses the same engine (however I couldn't find any information on that).

I just tried the Universal Frostbite Fix but shadows are still broken. So I guess it's using either another engine or some regex patterns are missing for the fix.

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#6
Posted 06/11/2018 09:37 AM   
have you tried using the Unravel 1 Pauldusler? http://helixmod.blogspot.com/2016/12/unravel-dx11.html
have you tried using the Unravel 1 Pauldusler?


http://helixmod.blogspot.com/2016/12/unravel-dx11.html

#7
Posted 06/11/2018 10:33 AM   
Yes - sorry I forgot to mention. I already tried the fix for Unravel 1 and still broken. So I hoped DHR would maybe look into it as he did the excellent Unravel 1 fix :). Maybe only some shader hashes have changed and it's not much work - at least I hope so.
Yes - sorry I forgot to mention. I already tried the fix for Unravel 1 and still broken. So I hoped DHR would maybe look into it as he did the excellent Unravel 1 fix :). Maybe only some shader hashes have changed and it's not much work - at least I hope so.

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#8
Posted 06/11/2018 11:34 AM   
I had not idea about this game until now..LOL. I not planning to look soon (i enjoy very much the first one, so eventually i will play it), so if anyone can take a look can check the fix used in Unravel...probably using the same engine. In the trailer i see they are using the same DOF in the background :(
I had not idea about this game until now..LOL.

I not planning to look soon (i enjoy very much the first one, so eventually i will play it), so if anyone can take a look can check the fix used in Unravel...probably using the same engine. In the trailer i see they are using the same DOF in the background :(

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#9
Posted 06/11/2018 11:54 AM   
Heads up, this is available as a trial (10 hours, first 2 levels) as part of Origin access. We've got a shaderhacker account for Origin Access, details are in the usual place.
Heads up, this is available as a trial (10 hours, first 2 levels) as part of Origin access. We've got a shaderhacker account for Origin Access, details are in the usual place.

#10
Posted 06/20/2018 04:18 PM   
[quote="Pauldusler"][quote="Losti"]Game uses the Frostbite Engine, hence it is worth simply try DHRs universal fix. If its working i can have a look @ the game if there are some issues left (UI etc..).[/quote] Where did you get this information Unravel Two using the Frostbite Engine? I did not find any information on this via Google. Unravel 1 used the PhyreEngine. So I would have assumed that Unravel 2 uses the same engine (however I couldn't find any information on that). I just tried the Universal Frostbite Fix but shadows are still broken. So I guess it's using either another engine or some regex patterns are missing for the fix. [/quote] Yes sorry its PhyreEngine i need the game to have a look ^^ Can i get the trail via Origin ? // ahh ok i need the Origin Access .... So ill bye the Game .... //Will check this tomorrow, no time today. I will report about a possible port/adaption of the Unravel 1 fix.
Pauldusler said:
Losti said:Game uses the Frostbite Engine, hence it is worth simply try DHRs universal fix. If its working i can have a look @ the game if there are some issues left (UI etc..).


Where did you get this information Unravel Two using the Frostbite Engine? I did not find any information on this via Google.

Unravel 1 used the PhyreEngine. So I would have assumed that Unravel 2 uses the same engine (however I couldn't find any information on that).

I just tried the Universal Frostbite Fix but shadows are still broken. So I guess it's using either another engine or some regex patterns are missing for the fix.



Yes sorry its PhyreEngine

i need the game to have a look ^^

Can i get the trail via Origin ?

// ahh ok i need the Origin Access ....

So ill bye the Game ....

//Will check this tomorrow, no time today. I will report about a possible port/adaption of the Unravel 1 fix.

Like my work? Donations can be made via PayPal to: rauti@inetmx.de

#11
Posted 06/23/2018 11:04 AM   
[quote="Losti"] Yes sorry its PhyreEngine i need the game to have a look ^^ Can i get the trail via Origin ? // ahh ok i need the Origin Access .... So ill bye the Game .... //Will check this tomorrow, no time today. I will report about a possible port/adaption of the Unravel 1 fix.[/quote] Yeah! Thank you very much for looking into it. The game is a lot of fun - you won't regret buying it. It could be the best looking game in 3D Vision so far.
Losti said:

Yes sorry its PhyreEngine

i need the game to have a look ^^

Can i get the trail via Origin ?

// ahh ok i need the Origin Access ....

So ill bye the Game ....

//Will check this tomorrow, no time today. I will report about a possible port/adaption of the Unravel 1 fix.


Yeah! Thank you very much for looking into it. The game is a lot of fun - you won't regret buying it. It could be the best looking game in 3D Vision so far.

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#12
Posted 06/23/2018 03:14 PM   
Here is my first WIP, i need some more time and check several places and fix remaining effects. Should be likely playabe but i dont know how long because i cannot make a huge progess. PS: THS GAME IS SOOOOOOOO SWEEEEEEEEEEET ^^ https://s3.amazonaws.com/losti/UnravelTwo_3DV-WIP_0.2_Losti.rar Use "," or XB_GUIDE for cycle 2 convergence presets. You can disable the fog/DOF with "z" if its too annoing. DHR or any of the others, do you have an IDEA how to fix those VS shaders (they do not have a PS) and draw the shadows. Is drawing depends on the separation.... I running out of time for today.... All the shadow shader follow this example and are one eye. [code] //shadow 9 vs -- no PS! // ---- Created with 3Dmigoto v1.3.11 on Sun Jun 24 14:06:03 2018 cbuffer _Globals : register(b0) { bool PhyreMaterialSwitches : packoffset(c0); bool PhyreContextSwitches : packoffset(c0.y); float4x4 World : packoffset(c1); } cbuffer SceneWideParameterConstantBuffer : register(b1) { float4x4 ViewProjection : packoffset(c0); float4x4 ViewProjectionPrev : packoffset(c4); float4x4 View : packoffset(c8); float4x4 Projection : packoffset(c12); float4x4 ViewInverse : packoffset(c16); float4x4 ProjInverse : packoffset(c20); float3 EyePosition : packoffset(c24); float cameraNearTimesFar : packoffset(c24.w); float cameraFarMinusNear : packoffset(c25); float time : packoffset(c25.y); float2 cameraNearFar : packoffset(c25.z); float2 ViewportWidthHeight : packoffset(c26); float2 screenWidthHeightInv : packoffset(c26.z); float2 screenWidthHeight : packoffset(c27); float2 ProjectionJitter : packoffset(c27.z); float2 ProjectionJitterPrev : packoffset(c28); uint checkerBoardID : packoffset(c28.z); float m_pad : packoffset(c28.w); uint PointLightCount : packoffset(c29); uint SpotLightCount : packoffset(c29.y); uint FoliageSpheresCount : packoffset(c29.z); uint m_padExtra : packoffset(c29.w); float4 FogParameters0 : packoffset(c30); float4 FogParameters1 : packoffset(c31); float4 FogParameters2 : packoffset(c32); float4 FogParameters3 : packoffset(c33); float4 FogPlanes : packoffset(c34); float3 CubeSunDir : packoffset(c35); float CamExposure : packoffset(c35.w); float3 CubeSunColor : packoffset(c36); float padding1 : packoffset(c36.w); float2 WindDirection : packoffset(c37); float2 CubeFadeValues : packoffset(c37.z); } // 3Dmigoto declarations #define cmp - Texture1D<float4> IniParams : register(t120); Texture2D<float4> StereoParams : register(t125); void main( float3 v0 : POSITION0, float3 v1 : NORMAL0, float2 v2 : TEXCOORD0, out float4 o0 : SV_POSITION0) { float4 r0,r1; uint4 bitmask, uiDest; float4 fDest; r0.xyz = v0.xyz; r0.w = 1; r1.x = dot(r0.xyzw, World._m00_m10_m20_m30); r1.y = dot(r0.xyzw, World._m01_m11_m21_m31); r1.z = dot(r0.xyzw, World._m02_m12_m22_m32); r1.w = 1; o0.x = dot(r1.xyzw, ViewProjection._m00_m10_m20_m30); o0.y = dot(r1.xyzw, ViewProjection._m01_m11_m21_m31); o0.z = dot(r1.xyzw, ViewProjection._m02_m12_m22_m32); o0.w = dot(r1.xyzw, ViewProjection._m03_m13_m23_m33); return; } /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // using 3Dmigoto v1.3.11 on Sun Jun 24 14:06:03 2018 // // // Buffer Definitions: // // cbuffer $Globals // { // // bool PhyreMaterialSwitches; // Offset: 0 Size: 4 [unused] // bool PhyreContextSwitches; // Offset: 4 Size: 4 [unused] // float4x4 World; // Offset: 16 Size: 64 // // } // // cbuffer SceneWideParameterConstantBuffer // { // // float4x4 ViewProjection; // Offset: 0 Size: 64 // float4x4 ViewProjectionPrev; // Offset: 64 Size: 64 [unused] // float4x4 View; // Offset: 128 Size: 64 [unused] // float4x4 Projection; // Offset: 192 Size: 64 [unused] // float4x4 ViewInverse; // Offset: 256 Size: 64 [unused] // float4x4 ProjInverse; // Offset: 320 Size: 64 [unused] // float3 EyePosition; // Offset: 384 Size: 12 [unused] // float cameraNearTimesFar; // Offset: 396 Size: 4 [unused] // float cameraFarMinusNear; // Offset: 400 Size: 4 [unused] // float time; // Offset: 404 Size: 4 [unused] // float2 cameraNearFar; // Offset: 408 Size: 8 [unused] // float2 ViewportWidthHeight; // Offset: 416 Size: 8 [unused] // float2 screenWidthHeightInv; // Offset: 424 Size: 8 [unused] // float2 screenWidthHeight; // Offset: 432 Size: 8 [unused] // float2 ProjectionJitter; // Offset: 440 Size: 8 [unused] // float2 ProjectionJitterPrev; // Offset: 448 Size: 8 [unused] // uint checkerBoardID; // Offset: 456 Size: 4 [unused] // float m_pad; // Offset: 460 Size: 4 [unused] // uint PointLightCount; // Offset: 464 Size: 4 [unused] // uint SpotLightCount; // Offset: 468 Size: 4 [unused] // uint FoliageSpheresCount; // Offset: 472 Size: 4 [unused] // uint m_padExtra; // Offset: 476 Size: 4 [unused] // float4 FogParameters0; // Offset: 480 Size: 16 [unused] // float4 FogParameters1; // Offset: 496 Size: 16 [unused] // float4 FogParameters2; // Offset: 512 Size: 16 [unused] // float4 FogParameters3; // Offset: 528 Size: 16 [unused] // float4 FogPlanes; // Offset: 544 Size: 16 [unused] // float3 CubeSunDir; // Offset: 560 Size: 12 [unused] // float CamExposure; // Offset: 572 Size: 4 [unused] // float3 CubeSunColor; // Offset: 576 Size: 12 [unused] // float padding1; // Offset: 588 Size: 4 [unused] // float2 WindDirection; // Offset: 592 Size: 8 [unused] // float2 CubeFadeValues; // Offset: 600 Size: 8 [unused] // // } // // // Resource Bindings: // // Name Type Format Dim Slot Elements // ------------------------------ ---------- ------- ----------- ---- -------- // $Globals cbuffer NA NA 0 1 // SceneWideParameterConstantBuffer cbuffer NA NA 1 1 // // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // POSITION 0 xyz 0 NONE float xyz // NORMAL 0 xyz 1 NONE float // TEXCOORD 0 xy 2 NONE float // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_POSITION 0 xyzw 0 POS float xyzw // vs_4_0 dcl_constantbuffer cb0[4], immediateIndexed dcl_constantbuffer cb1[4], immediateIndexed dcl_input v0.xyz dcl_output_siv o0.xyzw, position dcl_temps 2 mov r0.xyz, v0.xyzx mov r0.w, l(1.000000) dp4 r1.x, r0.xyzw, cb0[1].xyzw dp4 r1.y, r0.xyzw, cb0[2].xyzw dp4 r1.z, r0.xyzw, cb0[3].xyzw mov r1.w, l(1.000000) dp4 o0.x, r1.xyzw, cb1[0].xyzw dp4 o0.y, r1.xyzw, cb1[1].xyzw dp4 o0.z, r1.xyzw, cb1[2].xyzw dp4 o0.w, r1.xyzw, cb1[3].xyzw ret // Approximately 11 instruction slots used ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ [/code]
Here is my first WIP, i need some more time and check several places and fix remaining effects. Should be likely playabe but i dont know how long because i cannot make a huge progess.

PS: THS GAME IS SOOOOOOOO SWEEEEEEEEEEET ^^



https://s3.amazonaws.com/losti/UnravelTwo_3DV-WIP_0.2_Losti.rar

Use "," or XB_GUIDE for cycle 2 convergence presets. You can disable the fog/DOF with "z" if its too annoing.


DHR or any of the others, do you have an IDEA how to fix those VS shaders (they do not have a PS) and draw the shadows. Is drawing depends on the separation.... I running out of time for today....


All the shadow shader follow this example and are one eye.

//shadow 9 vs -- no PS!
// ---- Created with 3Dmigoto v1.3.11 on Sun Jun 24 14:06:03 2018

cbuffer _Globals : register(b0)
{
bool PhyreMaterialSwitches : packoffset(c0);
bool PhyreContextSwitches : packoffset(c0.y);
float4x4 World : packoffset(c1);
}

cbuffer SceneWideParameterConstantBuffer : register(b1)
{
float4x4 ViewProjection : packoffset(c0);
float4x4 ViewProjectionPrev : packoffset(c4);
float4x4 View : packoffset(c8);
float4x4 Projection : packoffset(c12);
float4x4 ViewInverse : packoffset(c16);
float4x4 ProjInverse : packoffset(c20);
float3 EyePosition : packoffset(c24);
float cameraNearTimesFar : packoffset(c24.w);
float cameraFarMinusNear : packoffset(c25);
float time : packoffset(c25.y);
float2 cameraNearFar : packoffset(c25.z);
float2 ViewportWidthHeight : packoffset(c26);
float2 screenWidthHeightInv : packoffset(c26.z);
float2 screenWidthHeight : packoffset(c27);
float2 ProjectionJitter : packoffset(c27.z);
float2 ProjectionJitterPrev : packoffset(c28);
uint checkerBoardID : packoffset(c28.z);
float m_pad : packoffset(c28.w);
uint PointLightCount : packoffset(c29);
uint SpotLightCount : packoffset(c29.y);
uint FoliageSpheresCount : packoffset(c29.z);
uint m_padExtra : packoffset(c29.w);
float4 FogParameters0 : packoffset(c30);
float4 FogParameters1 : packoffset(c31);
float4 FogParameters2 : packoffset(c32);
float4 FogParameters3 : packoffset(c33);
float4 FogPlanes : packoffset(c34);
float3 CubeSunDir : packoffset(c35);
float CamExposure : packoffset(c35.w);
float3 CubeSunColor : packoffset(c36);
float padding1 : packoffset(c36.w);
float2 WindDirection : packoffset(c37);
float2 CubeFadeValues : packoffset(c37.z);
}



// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);


void main(
float3 v0 : POSITION0,
float3 v1 : NORMAL0,
float2 v2 : TEXCOORD0,
out float4 o0 : SV_POSITION0)
{
float4 r0,r1;
uint4 bitmask, uiDest;
float4 fDest;

r0.xyz = v0.xyz;
r0.w = 1;
r1.x = dot(r0.xyzw, World._m00_m10_m20_m30);
r1.y = dot(r0.xyzw, World._m01_m11_m21_m31);
r1.z = dot(r0.xyzw, World._m02_m12_m22_m32);
r1.w = 1;
o0.x = dot(r1.xyzw, ViewProjection._m00_m10_m20_m30);
o0.y = dot(r1.xyzw, ViewProjection._m01_m11_m21_m31);
o0.z = dot(r1.xyzw, ViewProjection._m02_m12_m22_m32);
o0.w = dot(r1.xyzw, ViewProjection._m03_m13_m23_m33);
return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
//
// using 3Dmigoto v1.3.11 on Sun Jun 24 14:06:03 2018
//
//
// Buffer Definitions:
//
// cbuffer $Globals
// {
//
// bool PhyreMaterialSwitches; // Offset: 0 Size: 4 [unused]
// bool PhyreContextSwitches; // Offset: 4 Size: 4 [unused]
// float4x4 World; // Offset: 16 Size: 64
//
// }
//
// cbuffer SceneWideParameterConstantBuffer
// {
//
// float4x4 ViewProjection; // Offset: 0 Size: 64
// float4x4 ViewProjectionPrev; // Offset: 64 Size: 64 [unused]
// float4x4 View; // Offset: 128 Size: 64 [unused]
// float4x4 Projection; // Offset: 192 Size: 64 [unused]
// float4x4 ViewInverse; // Offset: 256 Size: 64 [unused]
// float4x4 ProjInverse; // Offset: 320 Size: 64 [unused]
// float3 EyePosition; // Offset: 384 Size: 12 [unused]
// float cameraNearTimesFar; // Offset: 396 Size: 4 [unused]
// float cameraFarMinusNear; // Offset: 400 Size: 4 [unused]
// float time; // Offset: 404 Size: 4 [unused]
// float2 cameraNearFar; // Offset: 408 Size: 8 [unused]
// float2 ViewportWidthHeight; // Offset: 416 Size: 8 [unused]
// float2 screenWidthHeightInv; // Offset: 424 Size: 8 [unused]
// float2 screenWidthHeight; // Offset: 432 Size: 8 [unused]
// float2 ProjectionJitter; // Offset: 440 Size: 8 [unused]
// float2 ProjectionJitterPrev; // Offset: 448 Size: 8 [unused]
// uint checkerBoardID; // Offset: 456 Size: 4 [unused]
// float m_pad; // Offset: 460 Size: 4 [unused]
// uint PointLightCount; // Offset: 464 Size: 4 [unused]
// uint SpotLightCount; // Offset: 468 Size: 4 [unused]
// uint FoliageSpheresCount; // Offset: 472 Size: 4 [unused]
// uint m_padExtra; // Offset: 476 Size: 4 [unused]
// float4 FogParameters0; // Offset: 480 Size: 16 [unused]
// float4 FogParameters1; // Offset: 496 Size: 16 [unused]
// float4 FogParameters2; // Offset: 512 Size: 16 [unused]
// float4 FogParameters3; // Offset: 528 Size: 16 [unused]
// float4 FogPlanes; // Offset: 544 Size: 16 [unused]
// float3 CubeSunDir; // Offset: 560 Size: 12 [unused]
// float CamExposure; // Offset: 572 Size: 4 [unused]
// float3 CubeSunColor; // Offset: 576 Size: 12 [unused]
// float padding1; // Offset: 588 Size: 4 [unused]
// float2 WindDirection; // Offset: 592 Size: 8 [unused]
// float2 CubeFadeValues; // Offset: 600 Size: 8 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// $Globals cbuffer NA NA 0 1
// SceneWideParameterConstantBuffer cbuffer NA NA 1 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xyz 0 NONE float xyz
// NORMAL 0 xyz 1 NONE float
// TEXCOORD 0 xy 2 NONE float
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float xyzw
//
vs_4_0
dcl_constantbuffer cb0[4], immediateIndexed
dcl_constantbuffer cb1[4], immediateIndexed
dcl_input v0.xyz
dcl_output_siv o0.xyzw, position
dcl_temps 2
mov r0.xyz, v0.xyzx
mov r0.w, l(1.000000)
dp4 r1.x, r0.xyzw, cb0[1].xyzw
dp4 r1.y, r0.xyzw, cb0[2].xyzw
dp4 r1.z, r0.xyzw, cb0[3].xyzw
mov r1.w, l(1.000000)
dp4 o0.x, r1.xyzw, cb1[0].xyzw
dp4 o0.y, r1.xyzw, cb1[1].xyzw
dp4 o0.z, r1.xyzw, cb1[2].xyzw
dp4 o0.w, r1.xyzw, cb1[3].xyzw
ret
// Approximately 11 instruction slots used

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/

Like my work? Donations can be made via PayPal to: rauti@inetmx.de

#13
Posted 06/24/2018 12:27 PM   
@Losti: Thx for this WIP! Could you please add a hotkey for disabling Depth of Field? DoF really ruins the 3D effect in this game. I just did a quick try: Some shadows are still broken (for example in the lighthouse). Water splashes are also 2D. Specular reflections are somehow wrong. Thx for your effort for this fix! Really looking forward for the final version :). This game looks awesome in 3D!
@Losti:

Thx for this WIP!

Could you please add a hotkey for disabling Depth of Field? DoF really ruins the 3D effect in this game.

I just did a quick try: Some shadows are still broken (for example in the lighthouse). Water splashes are also 2D. Specular reflections are somehow wrong. Thx for your effort for this fix! Really looking forward for the final version :). This game looks awesome in 3D!

ASUS ROG Strix GeForce GTX 1080 | Core I7-7700K | 16GB RAM | Win10 Pro x64
Asus ROG Swift PG278Q 3D Vision Monitor
Optoma UHD 40 3D Vision Projector
Paypal donations for 3D Fix Manager: duselpaul86@gmx.de

#14
Posted 06/24/2018 05:50 PM   
[quote="Pauldusler"]@Losti: Thx for this WIP! Could you please add a hotkey for disabling Depth of Field? DoF really ruins the 3D effect in this game. I just did a quick try: Some shadows are still broken (for example in the lighthouse). Water splashes are also 2D. Specular reflections are somehow wrong. Thx for your effort for this fix! Really looking forward for the final version :). This game looks awesome in 3D![/quote] Updated. (see above 0.3) Please remove the old WIP. Z will now dosable DOF //Specular reflections are somehow wrong// please provide savegames and or screenshots ... .but shavegames would be coool //update 0.3 //I need to write a regex to skipp those shadows. I cannot fix it. But i think the game is OK even without it ^^ The shader above is the problem all the shadow shader follow this example and are one eye.
Pauldusler said:@Losti:

Thx for this WIP!

Could you please add a hotkey for disabling Depth of Field? DoF really ruins the 3D effect in this game.

I just did a quick try: Some shadows are still broken (for example in the lighthouse). Water splashes are also 2D. Specular reflections are somehow wrong. Thx for your effort for this fix! Really looking forward for the final version :). This game looks awesome in 3D!


Updated. (see above 0.3) Please remove the old WIP. Z will now dosable DOF

//Specular reflections are somehow wrong// please provide savegames and or screenshots ... .but shavegames would be coool

//update 0.3


//I need to write a regex to skipp those shadows. I cannot fix it. But i think the game is OK even without it ^^ The shader above is the problem all the shadow shader follow this example and are one eye.

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#15
Posted 06/24/2018 06:19 PM   
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