Please help with texture filtering in 3dmigoto
I'm trying to disable a texture but I am disabling all the shader :( This is the code: [code]in d3dx.ini ;ps-t5-000277=e212f8d1-vs=0bc1def4c7104dcb-ps=1d7524393faa999f [ShaderOverride1] ;Hash=0bc1def4c7104dcb VS Hash=1d7524393faa999f x2=ps-t5 [TextureOverride1] Hash=e212f8d1 filter_index=5 ;and in 0bc1def4c7104dcb-vs_replace.txt cbuffer cb0 : register(b0) { row_major float3x4 WorldMatrix : packoffset(c0); row_major float4x4 ProjectionViewMatrix : packoffset(c3); float4 PositionScale : packoffset(c7); float4 PositionOffset : packoffset(c8); float4 Texcoord0Scale : packoffset(c9); float4 Texcoord0Offset : packoffset(c10); } // 3Dmigoto declarations #define cmp - Texture1D<float4> IniParams : register(t120); Texture2D<float4> StereoParams : register(t125); void main( int4 v0 : POSITION0, int4 v1 : NORMAL0, int4 v2 : TANGENT0, int4 v3 : BINORMAL0, int2 v4 : TEXCOORD0, out float4 o0 : SV_POSITION0, out float3 o1 : NORMAL0, out float3 o2 : TANGENT0, out float3 o3 : BINORMAL0, out float4 o4 : TEXCOORD1, out float4 o5 : TEXCOORD2, out float2 o6 : TEXCOORD0) { float4 stereo = StereoParams.Load(0); float separation = stereo.x, convergence = stereo.y, eye = stereo.z; float4 r0,r1; uint4 bitmask, uiDest; float4 fDest; r0.xyzw = (int4)v0.xyzw; r0.xyzw = r0.xyzw * PositionScale.xyzw + PositionOffset.xyzw; r1.x = dot(WorldMatrix._m00_m01_m02_m03, r0.xyzw); r1.y = dot(WorldMatrix._m10_m11_m12_m13, r0.xyzw); r1.z = dot(WorldMatrix._m20_m21_m22_m23, r0.xyzw); r1.w = 1; r0.x = dot(ProjectionViewMatrix._m00_m01_m02_m03, r1.xyzw); r0.y = dot(ProjectionViewMatrix._m10_m11_m12_m13, r1.xyzw); r0.z = dot(ProjectionViewMatrix._m20_m21_m22_m23, r1.xyzw); r0.w = dot(ProjectionViewMatrix._m30_m31_m32_m33, r1.xyzw); o4.xyz = r1.xyz; o0.xyzw = r0.xyzw; // Automatic vertex shader halo fix inserted with DarkStarSword's hlsltool.py: // hlsltool.py --install-to c:\py\1 --auto-fix-vertex-halo --no-validate 0bc1def4c7104dcb-vs_replace.txt if (r0.w != 1.0) { r0.x += separation * (r0.w - convergence); } o5.xyzw = r0.xyzw; r0.xyz = (int3)v1.xyz; r1.x = dot(WorldMatrix._m00_m01_m02, r0.xyz); r1.y = dot(WorldMatrix._m10_m11_m12, r0.xyz); r1.z = dot(WorldMatrix._m20_m21_m22, r0.xyz); o1.xyz = float3(3.05185094e-005,3.05185094e-005,3.05185094e-005) * r1.xyz; r0.xyz = (int3)v2.xyz; r1.x = dot(WorldMatrix._m00_m01_m02, r0.xyz); r1.y = dot(WorldMatrix._m10_m11_m12, r0.xyz); r1.z = dot(WorldMatrix._m20_m21_m22, r0.xyz); o2.xyz = float3(3.05185094e-005,3.05185094e-005,3.05185094e-005) * r1.xyz; r0.xyz = (int3)v3.xyz; r1.x = dot(WorldMatrix._m00_m01_m02, r0.xyz); r1.y = dot(WorldMatrix._m10_m11_m12, r0.xyz); r1.z = dot(WorldMatrix._m20_m21_m22, r0.xyz); o3.xyz = float3(3.05185094e-005,3.05185094e-005,3.05185094e-005) * r1.xyz; r0.xy = (int2)v4.xy; o6.xy = r0.xy * Texcoord0Scale.xy + Texcoord0Offset.xy; float4 texFilter = IniParams.Load(int2(2,0)); float4 iniParams = IniParams.Load(0); if (texFilter.x == 5) { o0 = 0; } return; } [/code] Do you see something wrong? The e212f8d1 texture is a lot of skeletons but I am disabling the whole shader... Thanks
I'm trying to disable a texture but I am disabling all the shader :( This is the code:
in d3dx.ini

;ps-t5-000277=e212f8d1-vs=0bc1def4c7104dcb-ps=1d7524393faa999f


[ShaderOverride1]
;Hash=0bc1def4c7104dcb VS
Hash=1d7524393faa999f
x2=ps-t5

[TextureOverride1]
Hash=e212f8d1
filter_index=5


;and in 0bc1def4c7104dcb-vs_replace.txt

cbuffer cb0 : register(b0)
{
row_major float3x4 WorldMatrix : packoffset(c0);
row_major float4x4 ProjectionViewMatrix : packoffset(c3);
float4 PositionScale : packoffset(c7);
float4 PositionOffset : packoffset(c8);
float4 Texcoord0Scale : packoffset(c9);
float4 Texcoord0Offset : packoffset(c10);
}



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


void main(
int4 v0 : POSITION0,
int4 v1 : NORMAL0,
int4 v2 : TANGENT0,
int4 v3 : BINORMAL0,
int2 v4 : TEXCOORD0,
out float4 o0 : SV_POSITION0,
out float3 o1 : NORMAL0,
out float3 o2 : TANGENT0,
out float3 o3 : BINORMAL0,
out float4 o4 : TEXCOORD1,
out float4 o5 : TEXCOORD2,
out float2 o6 : TEXCOORD0)
{

float4 stereo = StereoParams.Load(0);
float separation = stereo.x, convergence = stereo.y, eye = stereo.z;
float4 r0,r1;
uint4 bitmask, uiDest;
float4 fDest;




r0.xyzw = (int4)v0.xyzw;
r0.xyzw = r0.xyzw * PositionScale.xyzw + PositionOffset.xyzw;
r1.x = dot(WorldMatrix._m00_m01_m02_m03, r0.xyzw);
r1.y = dot(WorldMatrix._m10_m11_m12_m13, r0.xyzw);
r1.z = dot(WorldMatrix._m20_m21_m22_m23, r0.xyzw);
r1.w = 1;
r0.x = dot(ProjectionViewMatrix._m00_m01_m02_m03, r1.xyzw);
r0.y = dot(ProjectionViewMatrix._m10_m11_m12_m13, r1.xyzw);
r0.z = dot(ProjectionViewMatrix._m20_m21_m22_m23, r1.xyzw);
r0.w = dot(ProjectionViewMatrix._m30_m31_m32_m33, r1.xyzw);
o4.xyz = r1.xyz;
o0.xyzw = r0.xyzw;

// Automatic vertex shader halo fix inserted with DarkStarSword's hlsltool.py:
// hlsltool.py --install-to c:\py\1 --auto-fix-vertex-halo --no-validate 0bc1def4c7104dcb-vs_replace.txt
if (r0.w != 1.0) { r0.x += separation * (r0.w - convergence); }




o5.xyzw = r0.xyzw;
r0.xyz = (int3)v1.xyz;
r1.x = dot(WorldMatrix._m00_m01_m02, r0.xyz);
r1.y = dot(WorldMatrix._m10_m11_m12, r0.xyz);
r1.z = dot(WorldMatrix._m20_m21_m22, r0.xyz);
o1.xyz = float3(3.05185094e-005,3.05185094e-005,3.05185094e-005) * r1.xyz;
r0.xyz = (int3)v2.xyz;
r1.x = dot(WorldMatrix._m00_m01_m02, r0.xyz);
r1.y = dot(WorldMatrix._m10_m11_m12, r0.xyz);
r1.z = dot(WorldMatrix._m20_m21_m22, r0.xyz);
o2.xyz = float3(3.05185094e-005,3.05185094e-005,3.05185094e-005) * r1.xyz;
r0.xyz = (int3)v3.xyz;
r1.x = dot(WorldMatrix._m00_m01_m02, r0.xyz);
r1.y = dot(WorldMatrix._m10_m11_m12, r0.xyz);
r1.z = dot(WorldMatrix._m20_m21_m22, r0.xyz);
o3.xyz = float3(3.05185094e-005,3.05185094e-005,3.05185094e-005) * r1.xyz;
r0.xy = (int2)v4.xy;
o6.xy = r0.xy * Texcoord0Scale.xy + Texcoord0Offset.xy;


float4 texFilter = IniParams.Load(int2(2,0));
float4 iniParams = IniParams.Load(0);


if (texFilter.x == 5)
{
o0 = 0;
}

return;
}

Do you see something wrong? The e212f8d1 texture is a lot of skeletons but I am disabling the whole shader...
Thanks

#1
Posted 04/19/2017 09:18 PM   
Just off the top of my head the code looks ok, but if I had to wager a guess, I think you got that hash from a regular frame analysis dump, when what you actually want to do is first comment out your global analyse_option, and then have something like this: [code][ShaderOverridePSWithTexture] Hash=1d7524393faa999f analyse_options = mono dump_tex[/code] Do a frame analysis dump, and it will only dump all the textures used by that PS, and you'll find the correct texture hash that way. Again, I'm just recalling all this off the top of my head, but I'm about 90% sure that should be correct ;).
Just off the top of my head the code looks ok, but if I had to wager a guess, I think you got that hash from a regular frame analysis dump, when what you actually want to do is first comment out your global analyse_option, and then have something like this:

[ShaderOverridePSWithTexture]
Hash=1d7524393faa999f
analyse_options = mono dump_tex


Do a frame analysis dump, and it will only dump all the textures used by that PS, and you'll find the correct texture hash that way.

Again, I'm just recalling all this off the top of my head, but I'm about 90% sure that should be correct ;).

3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot

Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
Like electronic music? Check out: www.soundcloud.com/dj-ryan-king

#2
Posted 04/20/2017 12:26 AM   
@DJ-RK Thanks a lot!!!it worked perfect!!!
@DJ-RK Thanks a lot!!!it worked perfect!!!

#3
Posted 04/20/2017 02:33 PM   
Awesome, glad to be able to help, and congrats on your progress into the learning of shaderhacking!
Awesome, glad to be able to help, and congrats on your progress into the learning of shaderhacking!

3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot

Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
Like electronic music? Check out: www.soundcloud.com/dj-ryan-king

#4
Posted 04/20/2017 09:16 PM   
@DJ-RK Hi, I tried what you told me in other shader and it worked but... in this shader always all the textures are disabled, no matter which one I choose all get disabled. This is the VS: [code]//all textures get disabled no matter which a choose // ---- Created with 3Dmigoto v1.2.57 on Thu Apr 20 15:04:09 2017 cbuffer cb0 : register(b0) { row_major float4x4 ProjectionViewMatrix : packoffset(c0); } // 3Dmigoto declarations #define cmp - Texture1D<float4> IniParams : register(t120); Texture2D<float4> StereoParams : register(t125); void main( float4 v0 : POSITION0, float2 v1 : TEXCOORD0, float4 v2 : COLOR0, out float4 o0 : SV_POSITION0, out float2 o1 : TEXCOORD0, out float4 o2 : COLOR0) { float4 r0; uint4 bitmask, uiDest; float4 fDest; float4 stereo = StereoParams.Load(0); float separation = stereo.x, convergence = stereo.y, eye = stereo.z; r0.xyz = v0.xyz; r0.w = 1; o0.x = dot(ProjectionViewMatrix._m00_m01_m02_m03, r0.xyzw); o0.y = dot(ProjectionViewMatrix._m10_m11_m12_m13, r0.xyzw); o0.z = dot(ProjectionViewMatrix._m20_m21_m22_m23, r0.xyzw); o0.w = dot(ProjectionViewMatrix._m30_m31_m32_m33, r0.xyzw); o1.xy = v1.xy; o2.xyzw = float4(2,2,2,1) * v2.zyxw; float4 texFilter = IniParams.Load(int2(2,0)); float4 iniParams = IniParams.Load(0); if (texFilter.x == 5) { o0 = 0; } return; } /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // Generated by Microsoft (R) HLSL Shader Compiler For Durango 9.30.11478.0 // // using 3Dmigoto v1.2.57 on Thu Apr 20 15:04:09 2017 // // // Buffer Definitions: // // cbuffer cb0 // { // // row_major float4x4 ProjectionViewMatrix;// Offset: 0 Size: 64 // // } // // // Resource Bindings: // // Name Type Format Dim Slot Elements // ------------------------------ ---------- ------- ----------- ---- -------- // cb0 cbuffer NA NA 0 1 // // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // POSITION 0 xyzw 0 NONE float xyz // TEXCOORD 0 xy 1 NONE float xy // COLOR 0 xyzw 2 NONE float xyzw // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_POSITION 0 xyzw 0 POS float xyzw // TEXCOORD 0 xy 1 NONE float xy // COLOR 0 xyzw 2 NONE float xyzw // vs_4_0 dcl_constantbuffer cb0[4], immediateIndexed dcl_input v0.xyz dcl_input v1.xy dcl_input v2.xyzw dcl_output_siv o0.xyzw, position dcl_output o1.xy dcl_output o2.xyzw dcl_temps 1 // // Initial variable locations: // v0.x <- Input.Position.x; v0.y <- Input.Position.y; v0.z <- Input.Position.z; v0.w <- Input.Position.w; // v1.x <- Input.Texc0.x; v1.y <- Input.Texc0.y; // v2.x <- Input.Color.x; v2.y <- Input.Color.y; v2.z <- Input.Color.z; v2.w <- Input.Color.w; // o2.x <- <main return value>.Color.x; o2.y <- <main return value>.Color.y; o2.z <- <main return value>.Color.z; o2.w <- <main return value>.Color.w; // o1.x <- <main return value>.Texc0.x; o1.y <- <main return value>.Texc0.y; // o0.x <- <main return value>.Position.x; o0.y <- <main return value>.Position.y; o0.z <- <main return value>.Position.z; o0.w <- <main return value>.Position.w // #line 30 "C:\EkoProjects\HowToSurvive2\Code\EngineExtensions\Default\HLSL\PositionColorTex.hlvs" mov r0.xyz, v0.xyzx mov r0.w, l(1.000000) dp4 o0.x, cb0[0].xyzw, r0.xyzw dp4 o0.y, cb0[1].xyzw, r0.xyzw dp4 o0.z, cb0[2].xyzw, r0.xyzw dp4 o0.w, cb0[3].xyzw, r0.xyzw #line 34 mov o1.xy, v1.xyxx mul o2.xyzw, v2.zyxw, l(2.000000, 2.000000, 2.000000, 1.000000) ret undecipherable custom data undecipherable custom data undecipherable custom data // Approximately 9 instruction slots used ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ [/code] And this is the PS: [code]// all textures get disabled no matter which a choose // ---- Created with 3Dmigoto v1.2.57 on Thu Apr 20 14:55:13 2017 SamplerState samp0_s : register(s0); Texture2D<float4> colorMap : register(t0); // 3Dmigoto declarations #define cmp - Texture1D<float4> IniParams : register(t120); Texture2D<float4> StereoParams : register(t125); void main( float4 v0 : SV_POSITION0, float2 v1 : TEXCOORD0, float4 v2 : COLOR0, out float4 o0 : SV_TARGET0) { float4 r0; uint4 bitmask, uiDest; float4 fDest; r0.xyzw = colorMap.Sample(samp0_s, v1.xy).xyzw; r0.xyz = v2.xyz * r0.xyz; o0.w = dot(r0.xyz, float3(1,1,1)); o0.xyz = r0.xyz; return; } /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // Generated by Microsoft (R) HLSL Shader Compiler For Durango 9.30.11478.0 // // using 3Dmigoto v1.2.57 on Thu Apr 20 14:55:13 2017 // // // Resource Bindings: // // Name Type Format Dim Slot Elements // ------------------------------ ---------- ------- ----------- ---- -------- // samp0 sampler NA NA 0 1 // colorMap texture float4 2d 0 1 // // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_POSITION 0 xyzw 0 POS float // TEXCOORD 0 xy 1 NONE float xy // COLOR 0 xyzw 2 NONE float xyz // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_TARGET 0 xyzw 0 TARGET float xyzw // ps_4_0 dcl_sampler s0, mode_default dcl_resource_texture2d (float,float,float,float) t0 dcl_input_ps linear v1.xy dcl_input_ps linear v2.xyz dcl_output o0.xyzw dcl_temps 1 // // Initial variable locations: // v0.x <- Input.Position.x; v0.y <- Input.Position.y; v0.z <- Input.Position.z; v0.w <- Input.Position.w; // v1.x <- Input.Texc0.x; v1.y <- Input.Texc0.y; // v2.x <- Input.Color.x; v2.y <- Input.Color.y; v2.z <- Input.Color.z; v2.w <- Input.Color.w; // o0.x <- <main return value>.x; o0.y <- <main return value>.y; o0.z <- <main return value>.z; o0.w <- <main return value>.w // #line 17 "C:\EkoProjects\HowToSurvive2\Code\EngineExtensions\Default\HLSL\PositionColorTexAdditive.hlps" sample r0.xyzw, v1.xyxx, t0.xyzw, s0 mul r0.xyz, r0.xyzx, v2.xyzx // r0.x <- texcolor.x; r0.y <- texcolor.y; r0.z <- texcolor.z dp3 o0.w, r0.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000) mov o0.xyz, r0.xyzx ret undecipherable custom data // Approximately 5 instruction slots used ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ [/code] This is in d3dx.ini: [code];000245-ps-t0=914fce5c-vs=89fc9b49b29ceb6c-ps=3a175717ad11b7c7 [ShaderOverride1] ;PS hash code of the Shadows Hash=3a175717ad11b7c7 x2=ps-t0 [TextureOverride1] Hash=914fce5c filter_index=5 [/code] These shader are things like: fire, signs, [url]https://drive.google.com/open?id=0B7-C-G8Te2HbU1BIWWV2Z1hLcEk[/url] Any idea how can I disable only one texture? Thanks!!!!
@DJ-RK Hi, I tried what you told me in other shader and it worked but... in this shader always all the textures are disabled, no matter which one I choose all get disabled. This is the VS:
//all textures get disabled no matter which a choose
// ---- Created with 3Dmigoto v1.2.57 on Thu Apr 20 15:04:09 2017

cbuffer cb0 : register(b0)
{
row_major float4x4 ProjectionViewMatrix : packoffset(c0);
}



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


void main(
float4 v0 : POSITION0,
float2 v1 : TEXCOORD0,
float4 v2 : COLOR0,
out float4 o0 : SV_POSITION0,
out float2 o1 : TEXCOORD0,
out float4 o2 : COLOR0)
{
float4 r0;
uint4 bitmask, uiDest;
float4 fDest;

float4 stereo = StereoParams.Load(0);
float separation = stereo.x, convergence = stereo.y, eye = stereo.z;

r0.xyz = v0.xyz;
r0.w = 1;
o0.x = dot(ProjectionViewMatrix._m00_m01_m02_m03, r0.xyzw);
o0.y = dot(ProjectionViewMatrix._m10_m11_m12_m13, r0.xyzw);
o0.z = dot(ProjectionViewMatrix._m20_m21_m22_m23, r0.xyzw);
o0.w = dot(ProjectionViewMatrix._m30_m31_m32_m33, r0.xyzw);
o1.xy = v1.xy;
o2.xyzw = float4(2,2,2,1) * v2.zyxw;

float4 texFilter = IniParams.Load(int2(2,0));
float4 iniParams = IniParams.Load(0);


if (texFilter.x == 5)
{
o0 = 0;
}

return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler For Durango 9.30.11478.0
//
// using 3Dmigoto v1.2.57 on Thu Apr 20 15:04:09 2017
//
//
// Buffer Definitions:
//
// cbuffer cb0
// {
//
// row_major float4x4 ProjectionViewMatrix;// Offset: 0 Size: 64
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// cb0 cbuffer NA NA 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xyzw 0 NONE float xyz
// TEXCOORD 0 xy 1 NONE float xy
// COLOR 0 xyzw 2 NONE float xyzw
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float xyzw
// TEXCOORD 0 xy 1 NONE float xy
// COLOR 0 xyzw 2 NONE float xyzw
//
vs_4_0

dcl_constantbuffer cb0[4], immediateIndexed
dcl_input v0.xyz
dcl_input v1.xy
dcl_input v2.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_output o2.xyzw
dcl_temps 1
//
// Initial variable locations:
// v0.x <- Input.Position.x; v0.y <- Input.Position.y; v0.z <- Input.Position.z; v0.w <- Input.Position.w;
// v1.x <- Input.Texc0.x; v1.y <- Input.Texc0.y;
// v2.x <- Input.Color.x; v2.y <- Input.Color.y; v2.z <- Input.Color.z; v2.w <- Input.Color.w;
// o2.x <- <main return value>.Color.x; o2.y <- <main return value>.Color.y; o2.z <- <main return value>.Color.z; o2.w <- <main return value>.Color.w;
// o1.x <- <main return value>.Texc0.x; o1.y <- <main return value>.Texc0.y;
// o0.x <- <main return value>.Position.x; o0.y <- <main return value>.Position.y; o0.z <- <main return value>.Position.z; o0.w <- <main return value>.Position.w
//
#line 30 "C:\EkoProjects\HowToSurvive2\Code\EngineExtensions\Default\HLSL\PositionColorTex.hlvs"
mov r0.xyz, v0.xyzx
mov r0.w, l(1.000000)
dp4 o0.x, cb0[0].xyzw, r0.xyzw
dp4 o0.y, cb0[1].xyzw, r0.xyzw
dp4 o0.z, cb0[2].xyzw, r0.xyzw
dp4 o0.w, cb0[3].xyzw, r0.xyzw

#line 34
mov o1.xy, v1.xyxx
mul o2.xyzw, v2.zyxw, l(2.000000, 2.000000, 2.000000, 1.000000)
ret
undecipherable custom data
undecipherable custom data
undecipherable custom data
// Approximately 9 instruction slots used

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


And this is the PS:
// all textures get disabled no matter which a choose
// ---- Created with 3Dmigoto v1.2.57 on Thu Apr 20 14:55:13 2017

SamplerState samp0_s : register(s0);
Texture2D<float4> colorMap : register(t0);


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


void main(
float4 v0 : SV_POSITION0,
float2 v1 : TEXCOORD0,
float4 v2 : COLOR0,
out float4 o0 : SV_TARGET0)
{
float4 r0;
uint4 bitmask, uiDest;
float4 fDest;

r0.xyzw = colorMap.Sample(samp0_s, v1.xy).xyzw;
r0.xyz = v2.xyz * r0.xyz;
o0.w = dot(r0.xyz, float3(1,1,1));
o0.xyz = r0.xyz;
return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler For Durango 9.30.11478.0
//
// using 3Dmigoto v1.2.57 on Thu Apr 20 14:55:13 2017
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// samp0 sampler NA NA 0 1
// colorMap texture float4 2d 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float
// TEXCOORD 0 xy 1 NONE float xy
// COLOR 0 xyzw 2 NONE float xyz
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET float xyzw
//
ps_4_0

dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps linear v1.xy
dcl_input_ps linear v2.xyz
dcl_output o0.xyzw
dcl_temps 1
//
// Initial variable locations:
// v0.x <- Input.Position.x; v0.y <- Input.Position.y; v0.z <- Input.Position.z; v0.w <- Input.Position.w;
// v1.x <- Input.Texc0.x; v1.y <- Input.Texc0.y;
// v2.x <- Input.Color.x; v2.y <- Input.Color.y; v2.z <- Input.Color.z; v2.w <- Input.Color.w;
// o0.x <- <main return value>.x; o0.y <- <main return value>.y; o0.z <- <main return value>.z; o0.w <- <main return value>.w
//
#line 17 "C:\EkoProjects\HowToSurvive2\Code\EngineExtensions\Default\HLSL\PositionColorTexAdditive.hlps"
sample r0.xyzw, v1.xyxx, t0.xyzw, s0
mul r0.xyz, r0.xyzx, v2.xyzx // r0.x <- texcolor.x; r0.y <- texcolor.y; r0.z <- texcolor.z
dp3 o0.w, r0.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
mov o0.xyz, r0.xyzx
ret
undecipherable custom data
// Approximately 5 instruction slots used

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


This is in d3dx.ini:
;000245-ps-t0=914fce5c-vs=89fc9b49b29ceb6c-ps=3a175717ad11b7c7





[ShaderOverride1]
;PS hash code of the Shadows
Hash=3a175717ad11b7c7
x2=ps-t0

[TextureOverride1]
Hash=914fce5c
filter_index=5



These shader are things like: fire, signs,
https://drive.google.com/open?id=0B7-C-G8Te2HbU1BIWWV2Z1hLcEk
Any idea how can I disable only one texture?
Thanks!!!!

#5
Posted 04/20/2017 10:58 PM   
Ok, what I think you want to do is anytime after you have a [code]x2=ps-tX[/code] entry, you then want to follow it with a [code]post x2=0[/code] to normalize the value back, otherwise once x2 gets a value assigned it will retain the value, regardless of which texture is showing.
Ok, what I think you want to do is anytime after you have a

x2=ps-tX


entry, you then want to follow it with a

post x2=0


to normalize the value back, otherwise once x2 gets a value assigned it will retain the value, regardless of which texture is showing.

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#6
Posted 04/21/2017 12:16 AM   
Oh YES!!!!!!!!!! Thanks!!!!a!!!!!!lot!!!!!!! ;)
Oh YES!!!!!!!!!! Thanks!!!!a!!!!!!lot!!!!!!!
;)

#7
Posted 04/21/2017 12:43 AM   
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