1111 Memories Retold - Unity 2017.4
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http1111_Memories_Retolds://store.steampowered.com/app/735580/1111_Memories_Retold/ This game should be awesome in 3Dvision as it has Live painting like graphism... But I can't get it work with Unity Universal fix 2017 (or Bendy and the Ink Machine fix), force full screen or not, windows exclusive or not... Title screen is in 3D with depth but ingame the right eye is the same as the left eye so you only have on 2D image... If we increase the convergence the all image move to the right and vice versa... See pics to understand
http1111_Memories_Retolds://store.steampowered.com/app/735580/1111_Memories_Retold/

This game should be awesome in 3Dvision as it has Live painting like graphism...

But I can't get it work with Unity Universal fix 2017 (or Bendy and the Ink Machine fix), force full screen or not, windows exclusive or not...

Title screen is in 3D with depth but ingame the right eye is the same as the left eye so you only have on 2D image... If we increase the convergence the all image move to the right and vice versa...

See pics to understand

http://photos.3dvisionlive.com/chtiblue/album/530b52d4cb85770d6e000049/3Dvision with 49" Philips 49PUS7100 interlieved 3D (3840x2160) overide mode, GTX 1080 GFA2 EXOC, core i5 @4.3GHz, 16Gb@2130, windows 7&10 64bit, Dolby Atmos 5.1.4 Marantz 6010 AVR

#1
Posted 11/09/2018 06:28 PM   
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/76411/[/img] [img]https://forums.geforce.com/cmd/default/download-comment-attachment/76412/[/img] [img]https://forums.geforce.com/cmd/default/download-comment-attachment/76413/[/img]
Image

Image

Image

http://photos.3dvisionlive.com/chtiblue/album/530b52d4cb85770d6e000049/3Dvision with 49" Philips 49PUS7100 interlieved 3D (3840x2160) overide mode, GTX 1080 GFA2 EXOC, core i5 @4.3GHz, 16Gb@2130, windows 7&10 64bit, Dolby Atmos 5.1.4 Marantz 6010 AVR

#2
Posted 11/09/2018 06:33 PM   
@chtiblue i think you enable Custom SBS shader....when you active you see those 4 screens when you capture a screenshot. Disable and you probably get the right 3D.
@chtiblue
i think you enable Custom SBS shader....when you active you see those 4 screens when you capture a screenshot.
Disable and you probably get the right 3D.

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My 3D Screenshot Gallery

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#3
Posted 11/09/2018 07:45 PM   
Nope I enabled custom sbs shader to see if it makes a difference than 3dvision but it's the same image on left and right eye which results in one image only... here are pics in proper 3Dvision, same flat 2D image [img]https://forums.geforce.com/cmd/default/download-comment-attachment/76417/[/img] [img]https://forums.geforce.com/cmd/default/download-comment-attachment/76418/[/img] [img]https://forums.geforce.com/cmd/default/download-comment-attachment/76419/[/img]
Nope I enabled custom sbs shader to see if it makes a difference than 3dvision but it's the same image on left and right eye which results in one image only...

here are pics in proper 3Dvision, same flat 2D image

Image

Image

Image

http://photos.3dvisionlive.com/chtiblue/album/530b52d4cb85770d6e000049/3Dvision with 49" Philips 49PUS7100 interlieved 3D (3840x2160) overide mode, GTX 1080 GFA2 EXOC, core i5 @4.3GHz, 16Gb@2130, windows 7&10 64bit, Dolby Atmos 5.1.4 Marantz 6010 AVR

#4
Posted 11/09/2018 07:55 PM   
Maybe that "painting effect" make all flat...LOL I saw some effect doing that...like some DOF for example. Try to hunt a PS that remove that.
Maybe that "painting effect" make all flat...LOL
I saw some effect doing that...like some DOF for example.
Try to hunt a PS that remove that.

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

Like my fixes? you can donate to Paypal: dhr.donation@gmail.com

#5
Posted 11/09/2018 09:41 PM   
i crash the game after the frirst loading screen any idea ?
i crash the game after the frirst loading screen any idea ?

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

#6
Posted 12/29/2018 09:41 PM   
Yeah I was thinking of picking this up during the steam sale, but this comment from the Devs had me worried that the unity fix would not fully work on this title: It was made on Unity 3D with a home-coded shader for the painterly effect. AG_83 already posted you the most relative video you can find about his subject [url]https://youtu.be/81s7qtumh1Y[/url]
Yeah I was thinking of picking this up during the steam sale, but this comment from the Devs had me worried that the unity fix would not fully work on this title:

It was made on Unity 3D with a home-coded shader for the painterly effect. AG_83 already posted you the most relative video you can find about his subject

https://youtu.be/81s7qtumh1Y

#7
Posted 12/30/2018 02:10 AM   
Ok the game is fixed with the UNIVERSAL fix for Unity by DHR. We ohny have to live without the painting effect. But given....ähm....this effect is soooo strange to view while playing ^^
Ok the game is fixed with the UNIVERSAL fix for Unity by DHR. We ohny have to live without the painting effect. But given....ähm....this effect is soooo strange to view while playing ^^

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

#8
Posted 12/30/2018 08:10 AM   
Great! Tell us how you made it, removing the painting effect.
Great! Tell us how you made it, removing the painting effect.

http://photos.3dvisionlive.com/chtiblue/album/530b52d4cb85770d6e000049/3Dvision with 49" Philips 49PUS7100 interlieved 3D (3840x2160) overide mode, GTX 1080 GFA2 EXOC, core i5 @4.3GHz, 16Gb@2130, windows 7&10 64bit, Dolby Atmos 5.1.4 Marantz 6010 AVR

#9
Posted 12/30/2018 09:04 AM   
[quote="DHR"]Maybe that "painting effect" make all flat...LOL I saw some effect doing that...like some DOF for example. Try to hunt a PS that remove that.[/quote] Its exactly like DHR says. Its a PS .... or 2 PS that have to be disabled in dependency of the situation. I think one is while having a cutscrene and one is for normal gaming. I have bound the switch for disable it on demand to a key and syncronized the HUD and the mouse. We also have to use the UNITY 5.6 shader RegEx, not the 2017 one. The 2017 is wrong here or not ok for every shader it fixes. [s]Ill release the fix on the blog, just crating the post.[/s] I have posted the fix @ the Blog. [url]https://helixmod.blogspot.com/2018/12/11-11-memories-retold-3dv-ready-fix-v.html[/url]
DHR said:Maybe that "painting effect" make all flat...LOL
I saw some effect doing that...like some DOF for example.
Try to hunt a PS that remove that.


Its exactly like DHR says. Its a PS .... or 2 PS that have to be disabled in dependency of the situation. I think one is while having a cutscrene and one is for normal gaming. I have bound the switch for disable it on demand to a key and syncronized the HUD and the mouse. We also have to use the UNITY 5.6 shader RegEx, not the 2017 one. The 2017 is wrong here or not ok for every shader it fixes.

Ill release the fix on the blog, just crating the post.

I have posted the fix @ the Blog.

https://helixmod.blogspot.com/2018/12/11-11-memories-retold-3dv-ready-fix-v.html

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

#10
Posted 12/30/2018 11:25 AM   
great! thanks Losti************************ :)
great! thanks Losti************************ :)

http://photos.3dvisionlive.com/chtiblue/album/530b52d4cb85770d6e000049/3Dvision with 49" Philips 49PUS7100 interlieved 3D (3840x2160) overide mode, GTX 1080 GFA2 EXOC, core i5 @4.3GHz, 16Gb@2130, windows 7&10 64bit, Dolby Atmos 5.1.4 Marantz 6010 AVR

#11
Posted 12/30/2018 03:16 PM   
Thanks for fixing this Losti! I currently don't have the game. But I was wondering if you could post some pics here or on Helixmod. I'm curious how the watercolor effect looks in 3D.
Thanks for fixing this Losti! I currently don't have the game. But I was wondering if you could post some pics here or on Helixmod. I'm curious how the watercolor effect looks in 3D.

Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35

#12
Posted 12/30/2018 06:11 PM   
[quote="4everAwake"]Thanks for fixing this Losti! I currently don't have the game. But I was wondering if you could post some pics here or on Helixmod. I'm curious how the watercolor effect looks in 3D.[/quote] The watercolor effect is disabled in 3D !!!! Otherwise no 3D !! I can make 3D screenshots but i dont have a clue where it will be saved, its not in the common folder ^^ may i need a reinstalation of my driver... BUT: Its looking like a normal game, the painting/watercolor effect is not stereorizable. Hence the fix is called "11-11: Memories Retold (removed painting effect)"
4everAwake said:Thanks for fixing this Losti! I currently don't have the game. But I was wondering if you could post some pics here or on Helixmod. I'm curious how the watercolor effect looks in 3D.


The watercolor effect is disabled in 3D !!!! Otherwise no 3D !!

I can make 3D screenshots but i dont have a clue where it will be saved, its not in the common folder ^^ may i need a reinstalation of my driver... BUT: Its looking like a normal game, the painting/watercolor effect is not stereorizable.

Hence the fix is called "11-11: Memories Retold (removed painting effect)"

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

#13
Posted 12/30/2018 08:43 PM   
Hi Losti, 3D doesn't work after the prologue when we are going to war, on the boat or on the train it's 2D and painting effect can't be disable with switch key (Xbox guide for me) Another shader should be the problem...
Hi Losti,
3D doesn't work after the prologue when we are going to war, on the boat or on the train it's 2D and painting effect can't be disable with switch key (Xbox guide for me)

Another shader should be the problem...

http://photos.3dvisionlive.com/chtiblue/album/530b52d4cb85770d6e000049/3Dvision with 49" Philips 49PUS7100 interlieved 3D (3840x2160) overide mode, GTX 1080 GFA2 EXOC, core i5 @4.3GHz, 16Gb@2130, windows 7&10 64bit, Dolby Atmos 5.1.4 Marantz 6010 AVR

#14
Posted 12/30/2018 09:30 PM   
yeah seems so do you have a savegame for me ? //BTW we cannot use a RegEx for this type of "fix" and the game will not hand out all the shaders @ the beginning, hence i cannot find all the shaders until i play the game. BUT it is REALLY easy to identify the shaders and add it to the ini to disable it. Ill write a quick tutorial: [color=green][u][b]How to add painting effect shaders to the fix[/b][/u][/color] - open the d3dx.ini file in notepad or any other txt editor - search for "hunting=0" and set this to "hunting=2" (all without the "") - save the file - start the game with 1111.cmd - Load your save game or play until you have a painting effect that currently will not be disabled using the "." or "XB_GUIDE" key. - Press the "0" on your NUMPAD - You should see some green text @ the bottom and the top of the screen - Hunt the VS shaders until the painting effect will be disabled, doing this with pressing/holding down NUMPAD 5 key. If you run over the shader, you can go back in Hunting with NUMPAD 4 key. - Once you have found the shader that kills the painting effect (the effect is disabled and you see a 3D picture) write down the number behind the green VS text. You can also press NUMPAD 6 to save the shader and copy the hash in windows - in case you have saved the shader: go back to windows and enter the ShaderFixes directory - sort the files for the newest to be on top - There should be a .jps and a new .txt file. Both of it containing the hash you need Example: 0675dc15faddd317-vs.jps and 0675dc15faddd317-vs_replace.txt (< ONLY AN EXAMPLE, do not use this hashes ^^) - copy the hash to clipboard (just do the action you do for renaming a file and then copy the hash number: Example: 0675dc15faddd317 - open or go back to the d3dx.ini in the text editor - scroll down until the end of the file - add a new shader override here like this: [code] [ShaderOverride_PaintingEffect_2D_3] hash=0675dc15faddd317 if z2==1.0 handling=skip endif [/code] ==> Please be sure the name between the [] is unique, and not used in the file. I suggest just raising the last number by +1 - OK so your section @the end of the ini file will change from: [code] [ShaderOverride_PaintingEffect_2D_1] hash=b3653bfe4fb91272 analyse_options = dump_rt jps clear_rt if z2==1.0 handling=skip endif [ShaderOverride_PaintingEffect_2D_2] Hash=4628e1a3a9df9736 if z3==1.0 handling=skip endif [/code] to [code] [ShaderOverride_PaintingEffect_2D_1] hash=b3653bfe4fb91272 analyse_options = dump_rt jps clear_rt if z2==1.0 handling=skip endif [ShaderOverride_PaintingEffect_2D_2] Hash=4628e1a3a9df9736 if z3==1.0 handling=skip endif [ShaderOverride_PaintingEffect_2D_3] hash=0675dc15faddd317 if z2==1.0 handling=skip endif [/code] - be sure you use z2==1.0 NOT z3==1.0 - do it for all the painting shaders you will find. Please leave me a note for those shaders you identified, I will add it to the fix in the blog, may if one of you played through the game and identified all painting effect shaders we do not need this tutorial anymore ^^ - save the ini file and go back to the game - press F10 - if everything is OK you should get 2 green messages @ the upper left of the screen and the green text is gone - painting effect is enabled again - press the disable painting effect key 1 or 2 times and see if this is working here - redo the whole procedure for any new painting effect that will not be disabled with the disable key. [color=green][u][b]In case any chapter will have a cutscreene painting effect and gaming painting effect shader[/b][/u][/color] - only in case we will have 2 painting effect shaders for any chapter: - i guess one is for cutsceenes and one is for normal playing - the cutscene shader is a very short one looking like this: [code] // ---- Created with 3Dmigoto v1.3.11 on Sat Dec 29 22:32:23 2018 Texture2D<float4> t0 : register(t0); SamplerState s0_s : register(s0); cbuffer cb0 : register(b0) { float4 cb0[4]; } // 3Dmigoto declarations #define cmp - Texture1D<float4> IniParams : register(t120); Texture2D<float4> StereoParams : register(t125); void main( float4 v0 : SV_POSITION0, float2 v1 : TEXCOORD0, out float4 o0 : SV_Target0) { float4 r0; uint4 bitmask, uiDest; float4 fDest; r0.xyzw = t0.Sample(s0_s, v1.xy).xyzw; o0.xyzw = cb0[3].xyzw * r0.xyzw; return; } [/code] ==> For this one, please use if z3==1.0 in the shader override The shader used in normal gaming for the painting effect is much lager like this: [code] // ---- Created with 3Dmigoto v1.3.11 on Mon Dec 31 08:51:21 2018 Texture2D<float4> t3 : register(t3); Texture2D<float4> t2 : register(t2); Texture2D<float4> t1 : register(t1); Texture2D<float4> t0 : register(t0); SamplerState s3_s : register(s3); SamplerState s2_s : register(s2); SamplerState s1_s : register(s1); SamplerState s0_s : register(s0); cbuffer cb1 : register(b1) { float4 cb1[7]; } cbuffer cb0 : register(b0) { float4 cb0[17]; } // 3Dmigoto declarations #define cmp - Texture1D<float4> IniParams : register(t120); Texture2D<float4> StereoParams : register(t125); void main( float4 v0 : SV_POSITION0, float2 v1 : TEXCOORD0, float2 w1 : TEXCOORD1, float2 v2 : TEXCOORD2, float2 w2 : TEXCOORD3, out float4 o0 : SV_Target0) { float4 r0,r1,r2,r3; uint4 bitmask, uiDest; float4 fDest; r0.x = cb1[6].x / cb1[6].y; r0.x = -1 + r0.x; r0.x = cb0[16].w * r0.x + 1; r0.yz = -cb0[15].xy + v1.xy; r0.yz = cb0[16].xx * abs(r0.yz); r0.x = r0.y * r0.x; r1.y = log2(r0.z); r1.x = log2(r0.x); r0.xy = cb0[16].zz * r1.xy; r0.xy = exp2(r0.xy); r0.x = dot(r0.xy, r0.xy); r0.x = 1 + -r0.x; r0.x = max(0, r0.x); r0.x = log2(r0.x); r0.x = cb0[16].y * r0.x; r0.x = exp2(r0.x); r0.yzw = float3(1,1,1) + -cb0[14].zxy; r0.xyz = r0.xxx * r0.yzw + cb0[14].zxy; r1.xyzw = t0.Sample(s1_s, v1.xy).xyzw; r2.xyzw = t1.Sample(s0_s, w1.xy).xyzw; r1.xyz = r2.zxy * r1.xxx; r0.xyz = r1.xyz * r0.xyz; r0.xyz = cb0[12].www * r0.xyz; r0.xyz = r0.xyz * float3(5.55555582,5.55555582,5.55555582) + float3(0.0479959995,0.0479959995,0.0479959995); r0.xyz = log2(r0.xyz); r0.xyz = saturate(r0.xyz * float3(0.0734997839,0.0734997839,0.0734997839) + float3(0.386036009,0.386036009,0.386036009)); r0.yzw = cb0[12].zzz * r0.xyz; r0.y = floor(r0.y); r0.x = r0.x * cb0[12].z + -r0.y; r1.xy = float2(0.5,0.5) * cb0[12].xy; r1.yz = r0.zw * cb0[12].xy + r1.xy; r1.x = r0.y * cb0[12].y + r1.y; r2.x = cb0[12].y; r2.yw = float2(0,0); r0.yz = r2.xy + r1.xz; r1.xyzw = t2.Sample(s2_s, r1.xz).xyzw; r3.xyzw = t2.Sample(s2_s, r0.yz).xyzw; r0.yzw = r3.xyz + -r1.xyz; r0.xyz = saturate(r0.xxx * r0.yzw + r1.xyz); r1.xyz = log2(r0.zxy); r1.xyz = float3(0.416666657,0.416666657,0.416666657) * r1.xyz; r1.xyz = exp2(r1.xyz); r1.xyz = r1.xyz * float3(1.05499995,1.05499995,1.05499995) + float3(-0.0549999997,-0.0549999997,-0.0549999997); r1.xyz = max(float3(0,0,0), r1.xyz); r1.yzw = cb0[13].zzz * r1.xyz; r2.xy = float2(0.5,0.5) * cb0[13].xy; r3.yz = r1.zw * cb0[13].xy + r2.xy; r0.w = floor(r1.y); r3.x = r0.w * cb0[13].y + r3.y; r0.w = r1.x * cb0[13].z + -r0.w; r2.z = cb0[13].y; r1.xy = r3.xz + r2.zw; r2.xyzw = t3.Sample(s3_s, r3.xz).xyzw; r1.xyzw = t3.Sample(s3_s, r1.xy).xyzw; r1.xyz = r1.xyz + -r2.xyz; r1.xyz = r0.www * r1.xyz + r2.xyz; r2.xyz = r1.xyz * float3(0.305306017,0.305306017,0.305306017) + float3(0.682171106,0.682171106,0.682171106); r2.xyz = r1.xyz * r2.xyz + float3(0.0125228781,0.0125228781,0.0125228781); r1.xyz = r1.xyz * r2.xyz + -r0.xyz; o0.xyz = cb0[13].www * r1.xyz + r0.xyz; o0.w = 1; return; } [/code] ==> For this one, please use if z2==1.0 in the shader override
yeah seems so

do you have a savegame for me ?

//BTW we cannot use a RegEx for this type of "fix" and the game will not hand out all the shaders @ the beginning, hence i cannot find all the shaders until i play the game. BUT it is REALLY easy to identify the shaders and add it to the ini to disable it.

Ill write a quick tutorial:


How to add painting effect shaders to the fix
- open the d3dx.ini file in notepad or any other txt editor
- search for "hunting=0" and set this to "hunting=2" (all without the "")
- save the file
- start the game with 1111.cmd
- Load your save game or play until you have a painting effect that currently will not be disabled using the "." or "XB_GUIDE" key.
- Press the "0" on your NUMPAD
- You should see some green text @ the bottom and the top of the screen
- Hunt the VS shaders until the painting effect will be disabled, doing this with pressing/holding down NUMPAD 5 key. If you run over the shader, you can go back in Hunting with NUMPAD 4 key.
- Once you have found the shader that kills the painting effect (the effect is disabled and you see a 3D picture) write down the number behind the green VS text. You can also press NUMPAD 6 to save the shader and copy the hash in windows
- in case you have saved the shader: go back to windows and enter the ShaderFixes directory
- sort the files for the newest to be on top
- There should be a .jps and a new .txt file. Both of it containing the hash you need
Example: 0675dc15faddd317-vs.jps and 0675dc15faddd317-vs_replace.txt (< ONLY AN EXAMPLE, do not use this hashes ^^)
- copy the hash to clipboard (just do the action you do for renaming a file and then copy the hash number: Example: 0675dc15faddd317
- open or go back to the d3dx.ini in the text editor
- scroll down until the end of the file
- add a new shader override here like this:
[ShaderOverride_PaintingEffect_2D_3]
hash=0675dc15faddd317
if z2==1.0
handling=skip
endif

==> Please be sure the name between the [] is unique, and not used in the file. I suggest just raising the last number by +1

- OK so your section @the end of the ini file will change from:

[ShaderOverride_PaintingEffect_2D_1]
hash=b3653bfe4fb91272
analyse_options = dump_rt jps clear_rt
if z2==1.0
handling=skip
endif

[ShaderOverride_PaintingEffect_2D_2]
Hash=4628e1a3a9df9736
if z3==1.0
handling=skip
endif


to

[ShaderOverride_PaintingEffect_2D_1]
hash=b3653bfe4fb91272
analyse_options = dump_rt jps clear_rt
if z2==1.0
handling=skip
endif

[ShaderOverride_PaintingEffect_2D_2]
Hash=4628e1a3a9df9736
if z3==1.0
handling=skip
endif

[ShaderOverride_PaintingEffect_2D_3]
hash=0675dc15faddd317
if z2==1.0
handling=skip
endif


- be sure you use z2==1.0 NOT z3==1.0

- do it for all the painting shaders you will find. Please leave me a note for those shaders you identified, I will add it to the fix in the blog, may if one of you played through the game and identified all painting effect shaders we do not need this tutorial anymore ^^

- save the ini file and go back to the game
- press F10
- if everything is OK you should get 2 green messages @ the upper left of the screen and the green text is gone
- painting effect is enabled again
- press the disable painting effect key 1 or 2 times and see if this is working here
- redo the whole procedure for any new painting effect that will not be disabled with the disable key.


In case any chapter will have a cutscreene painting effect and gaming painting effect shader
- only in case we will have 2 painting effect shaders for any chapter:
- i guess one is for cutsceenes and one is for normal playing
- the cutscene shader is a very short one looking like this:

// ---- Created with 3Dmigoto v1.3.11 on Sat Dec 29 22:32:23 2018
Texture2D<float4> t0 : register(t0);

SamplerState s0_s : register(s0);

cbuffer cb0 : register(b0)
{
float4 cb0[4];
}




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


void main(
float4 v0 : SV_POSITION0,
float2 v1 : TEXCOORD0,
out float4 o0 : SV_Target0)
{
float4 r0;
uint4 bitmask, uiDest;
float4 fDest;

r0.xyzw = t0.Sample(s0_s, v1.xy).xyzw;
o0.xyzw = cb0[3].xyzw * r0.xyzw;
return;
}


==> For this one, please use if z3==1.0 in the shader override

The shader used in normal gaming for the painting effect is much lager like this:

// ---- Created with 3Dmigoto v1.3.11 on Mon Dec 31 08:51:21 2018
Texture2D<float4> t3 : register(t3);

Texture2D<float4> t2 : register(t2);

Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s3_s : register(s3);

SamplerState s2_s : register(s2);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb1 : register(b1)
{
float4 cb1[7];
}

cbuffer cb0 : register(b0)
{
float4 cb0[17];
}




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


void main(
float4 v0 : SV_POSITION0,
float2 v1 : TEXCOORD0,
float2 w1 : TEXCOORD1,
float2 v2 : TEXCOORD2,
float2 w2 : TEXCOORD3,
out float4 o0 : SV_Target0)
{
float4 r0,r1,r2,r3;
uint4 bitmask, uiDest;
float4 fDest;

r0.x = cb1[6].x / cb1[6].y;
r0.x = -1 + r0.x;
r0.x = cb0[16].w * r0.x + 1;
r0.yz = -cb0[15].xy + v1.xy;
r0.yz = cb0[16].xx * abs(r0.yz);
r0.x = r0.y * r0.x;
r1.y = log2(r0.z);
r1.x = log2(r0.x);
r0.xy = cb0[16].zz * r1.xy;
r0.xy = exp2(r0.xy);
r0.x = dot(r0.xy, r0.xy);
r0.x = 1 + -r0.x;
r0.x = max(0, r0.x);
r0.x = log2(r0.x);
r0.x = cb0[16].y * r0.x;
r0.x = exp2(r0.x);
r0.yzw = float3(1,1,1) + -cb0[14].zxy;
r0.xyz = r0.xxx * r0.yzw + cb0[14].zxy;
r1.xyzw = t0.Sample(s1_s, v1.xy).xyzw;
r2.xyzw = t1.Sample(s0_s, w1.xy).xyzw;
r1.xyz = r2.zxy * r1.xxx;
r0.xyz = r1.xyz * r0.xyz;
r0.xyz = cb0[12].www * r0.xyz;
r0.xyz = r0.xyz * float3(5.55555582,5.55555582,5.55555582) + float3(0.0479959995,0.0479959995,0.0479959995);
r0.xyz = log2(r0.xyz);
r0.xyz = saturate(r0.xyz * float3(0.0734997839,0.0734997839,0.0734997839) + float3(0.386036009,0.386036009,0.386036009));
r0.yzw = cb0[12].zzz * r0.xyz;
r0.y = floor(r0.y);
r0.x = r0.x * cb0[12].z + -r0.y;
r1.xy = float2(0.5,0.5) * cb0[12].xy;
r1.yz = r0.zw * cb0[12].xy + r1.xy;
r1.x = r0.y * cb0[12].y + r1.y;
r2.x = cb0[12].y;
r2.yw = float2(0,0);
r0.yz = r2.xy + r1.xz;
r1.xyzw = t2.Sample(s2_s, r1.xz).xyzw;
r3.xyzw = t2.Sample(s2_s, r0.yz).xyzw;
r0.yzw = r3.xyz + -r1.xyz;
r0.xyz = saturate(r0.xxx * r0.yzw + r1.xyz);
r1.xyz = log2(r0.zxy);
r1.xyz = float3(0.416666657,0.416666657,0.416666657) * r1.xyz;
r1.xyz = exp2(r1.xyz);
r1.xyz = r1.xyz * float3(1.05499995,1.05499995,1.05499995) + float3(-0.0549999997,-0.0549999997,-0.0549999997);
r1.xyz = max(float3(0,0,0), r1.xyz);
r1.yzw = cb0[13].zzz * r1.xyz;
r2.xy = float2(0.5,0.5) * cb0[13].xy;
r3.yz = r1.zw * cb0[13].xy + r2.xy;
r0.w = floor(r1.y);
r3.x = r0.w * cb0[13].y + r3.y;
r0.w = r1.x * cb0[13].z + -r0.w;
r2.z = cb0[13].y;
r1.xy = r3.xz + r2.zw;
r2.xyzw = t3.Sample(s3_s, r3.xz).xyzw;
r1.xyzw = t3.Sample(s3_s, r1.xy).xyzw;
r1.xyz = r1.xyz + -r2.xyz;
r1.xyz = r0.www * r1.xyz + r2.xyz;
r2.xyz = r1.xyz * float3(0.305306017,0.305306017,0.305306017) + float3(0.682171106,0.682171106,0.682171106);
r2.xyz = r1.xyz * r2.xyz + float3(0.0125228781,0.0125228781,0.0125228781);
r1.xyz = r1.xyz * r2.xyz + -r0.xyz;
o0.xyz = cb0[13].www * r1.xyz + r0.xyz;
o0.w = 1;
return;
}


==> For this one, please use if z2==1.0 in the shader override

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#15
Posted 12/31/2018 07:47 AM   
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