How can i make vertex shader as toggle key in d3dx.ini after shader hunting ?
When I play the game, sometimes I want to play the game with no UI at all.
I do not mean its step-by-step depth
I want to be invisible at all
Is there any way to toggle the UI to a specific key?
For example, I found the code ce765b9062c80adf after hunting associated with the UI
I want to know how to use it as toggle key in d3dx.ini
When I play the game, sometimes I want to play the game with no UI at all.
I do not mean its step-by-step depth
I want to be invisible at all
Is there any way to toggle the UI to a specific key?
For example, I found the code ce765b9062c80adf after hunting associated with the UI
I want to know how to use it as toggle key in d3dx.ini
HI,
HI, This goes in d3dx.ini in [Constants] section
[code]
[KeyUI]
Key = u
x = 0,1
type = cycle
[/code]
replace "u" for the key you want
This goes in Pixel shader of UI
after the float4 fDest;
[code]float4 iniParams = IniParams.Load(0);
if (iniParams.x == 1) {discard;}[/code]
All it means if you press "u" x change between 0 and 1, when it's = 1, discard all the shader.
[quote="cicicleta"]HI,
HI, This goes in d3dx.ini in [Constants] section
[code]
[KeyUI]
Key = u
x = 0,1
type = cycle
[/code]
replace "u" for the key you want
This goes in Pixel shader of UI
after the float4 fDest;
[code]float4 iniParams = IniParams.Load(0);
if (iniParams.x == 1) {discard;}[/code]
All it means if you press "u" x change between 0 and 1, when it's = 1, discard all the shader.
[/quote]
thanks to you :)
Is there any way to insert it into a vertex shader?
When I added it to the pixel shader, and the toggle key works, but the screen is broken as like link below
http://imgur.com/utJlnrO
Is there any way to insert it into a vertex shader?
When I added it to the pixel shader, and the toggle key works, but the screen is broken as like link below
http://imgur.com/utJlnrO
[quote="ndlrjajdlfo"]Is there any way to insert it into a vertex shader?
When I added it to the pixel shader, and the toggle key works, but the screen is broken as like link below
http://imgur.com/utJlnrO[/quote]
upload here the vertexshader, we need to know the SV_POSITION0 to disable the vertexshader.
ndlrjajdlfo said:Is there any way to insert it into a vertex shader?
When I added it to the pixel shader, and the toggle key works, but the screen is broken as like link below
@cicicleta
thank you very much!
it works perfect now
It did not work the first time
This is the only part I have modified.
//float4 params ===> float4 params
:)
And for additional reference,
This is about Black Desert online games, so it might be useful to someone else.
[quote="ndlrjajdlfo"]@cicicleta
thank you very much!
it works perfect now
It did not work the first time
This is the only part I have modified.
//float4 params ===> float4 params
:)
And for additional reference,
This is about Black Desert online games, so it might be useful to someone else.
[/quote]
You're welcome!!! We all here help each other.
I do not mean its step-by-step depth
I want to be invisible at all
Is there any way to toggle the UI to a specific key?
For example, I found the code ce765b9062c80adf after hunting associated with the UI
I want to know how to use it as toggle key in d3dx.ini
i7 8700K @4.9
GTX1080Ti
Asrock Z370 Gamming K6
Windows10 64bit
LG OLED UHD 3dtv 55E6K
HI, This goes in d3dx.ini in [Constants] section
replace "u" for the key you want
This goes in Pixel shader of UI
after the float4 fDest;
All it means if you press "u" x change between 0 and 1, when it's = 1, discard all the shader.
thanks to you :)
i7 8700K @4.9
GTX1080Ti
Asrock Z370 Gamming K6
Windows10 64bit
LG OLED UHD 3dtv 55E6K
When I added it to the pixel shader, and the toggle key works, but the screen is broken as like link below
http://imgur.com/utJlnrO
i7 8700K @4.9
GTX1080Ti
Asrock Z370 Gamming K6
Windows10 64bit
LG OLED UHD 3dtv 55E6K
upload here the vertexshader, we need to know the SV_POSITION0 to disable the vertexshader.
here it is
// UI Interface..
// ---- Created with 3Dmigoto v1.2.56 on Fri Mar 31 04:26:58 2017
cbuffer _Globals : register(b0)
{
int nOperate[7] : packoffset(c0);
float4 vecParam[4] : packoffset(c7);
bool isDepthCheck : packoffset(c11) = false;
bool isUseTexture : packoffset(c11.y) = true;
float4x4 matTransform : packoffset(c12);
float4x4 matWorldTransform : packoffset(c16);
float fUIDyeSpecularExp : packoffset(c20);
float fUIDyeEnvRate : packoffset(c20.y);
float3 vecViewDirection : packoffset(c21);
}
// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);
void main(
float4 v0 : POSITION0,
float4 v1 : COLOR0,
float2 v2 : TEXCOORD0,
out float4 o0 : SV_POSITION0,
out float2 o1 : TEXCOORD0,
out float2 p1 : TEXCOORD1,
out float4 o2 : COLOR0,
out float3 o3 : TEXCOORD2)
{
float4 r0;
uint4 bitmask, uiDest;
float4 fDest;
r0.xyz = v0.xyz;
r0.w = 1;
o0.x = dot(r0.xyzw, matTransform._m00_m10_m20_m30);
o0.y = dot(r0.xyzw, matTransform._m01_m11_m21_m31);
o0.z = dot(r0.xyzw, matTransform._m02_m12_m22_m32);
o0.w = dot(r0.xyzw, matTransform._m03_m13_m23_m33);
o1.xy = v2.xy;
p1.xy = v0.xy;
o2.xyzw = v1.xyzw;
o3.x = dot(r0.xyzw, matWorldTransform._m00_m10_m20_m30);
o3.y = dot(r0.xyzw, matWorldTransform._m01_m11_m21_m31);
o3.z = dot(r0.xyzw, matWorldTransform._m02_m12_m22_m32);
// UI Interface..
float4 params = IniParams.Load(0);
float4 stereo = StereoParams.Load(0);
o0.x+=stereo.x*params.y;
return;
}
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// using 3Dmigoto v1.2.56 on Fri Mar 31 04:26:58 2017
//
//
// Buffer Definitions:
//
// cbuffer $Globals
// {
//
// int nOperate[7]; // Offset: 0 Size: 100 [unused]
// float4 vecParam[4]; // Offset: 112 Size: 64 [unused]
// bool isDepthCheck; // Offset: 176 Size: 4 [unused]
// = 0x00000000
// bool isUseTexture; // Offset: 180 Size: 4 [unused]
// = 0xffffffff
// float4x4 matTransform; // Offset: 192 Size: 64
// float4x4 matWorldTransform; // Offset: 256 Size: 64
// float fUIDyeSpecularExp; // Offset: 320 Size: 4 [unused]
// float fUIDyeEnvRate; // Offset: 324 Size: 4 [unused]
// float3 vecViewDirection; // Offset: 336 Size: 12 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// $Globals cbuffer NA NA 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xyzw 0 NONE float xyz
// COLOR 0 xyzw 1 NONE float xyzw
// TEXCOORD 0 xy 2 NONE float xy
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float xyzw
// TEXCOORD 0 xy 1 NONE float xy
// TEXCOORD 1 zw 1 NONE float zw
// COLOR 0 xyzw 2 NONE float xyzw
// TEXCOORD 2 xyz 3 NONE float xyz
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[19], immediateIndexed
dcl_input v0.xyz
dcl_input v1.xyzw
dcl_input v2.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_output o1.zw
dcl_output o2.xyzw
dcl_output o3.xyz
dcl_temps 1
mov r0.xyz, v0.xyzx
mov r0.w, l(1.000000)
dp4 o0.x, r0.xyzw, cb0[12].xyzw
dp4 o0.y, r0.xyzw, cb0[13].xyzw
dp4 o0.z, r0.xyzw, cb0[14].xyzw
dp4 o0.w, r0.xyzw, cb0[15].xyzw
mov o1.xy, v2.xyxx
mov o1.zw, v0.xxxy
mov o2.xyzw, v1.xyzw
dp4 o3.x, r0.xyzw, cb0[16].xyzw
dp4 o3.y, r0.xyzw, cb0[17].xyzw
dp4 o3.z, r0.xyzw, cb0[18].xyzw
ret
// Approximately 13 instruction slots used
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
i7 8700K @4.9
GTX1080Ti
Asrock Z370 Gamming K6
Windows10 64bit
LG OLED UHD 3dtv 55E6K
thank you very much!
it works perfect now
It did not work the first time
This is the only part I have modified.
//float4 params ===> float4 params
:)
And for additional reference,
This is about Black Desert online games, so it might be useful to someone else.
i7 8700K @4.9
GTX1080Ti
Asrock Z370 Gamming K6
Windows10 64bit
LG OLED UHD 3dtv 55E6K
You're welcome!!! We all here help each other.