INSIDE
  5 / 11    
Awesome work!
Awesome work!

#61
Posted 04/24/2017 05:48 PM   
So far so good. I got 3dVision to kick in and my method works perfectly when you set separation to zero in 3dvision (My method doesn't use the 3dvision settings). The only things that's bugged right now are some of the reflections. The reflections are using a different projection matrix from the one the camera uses, altering the camera projection directly does nothing to the reflections but changing the fov value does so it seems like they're being calculated somewhere else based off the fov. @masterotaku, by any chance could you post the shaders that DarkStartSword's unity tool dumps? If i find the reflections shader i can try to figure out how to use the offset center projection value instead of what it's using.
So far so good. I got 3dVision to kick in and my method works perfectly when you set separation to zero in 3dvision (My method doesn't use the 3dvision settings). The only things that's bugged right now are some of the reflections. The reflections are using a different projection matrix from the one the camera uses, altering the camera projection directly does nothing to the reflections but changing the fov value does so it seems like they're being calculated somewhere else based off the fov.

@masterotaku, by any chance could you post the shaders that DarkStartSword's unity tool dumps? If i find the reflections shader i can try to figure out how to use the offset center projection value instead of what it's using.

Like my work? You can send a donation via Paypal to sgs.rules@gmail.com

Windows 7 Pro 64x - Nvidia Driver 398.82 - EVGA 980Ti SC - Optoma HD26 with Edid override - 3D Vision 2 - i7-8700K CPU at 5.0Ghz - ASROCK Z370 Ext 4 Motherboard - 32 GB RAM Corsair Vengeance - 512 GB Samsung SSD 850 Pro - Creative Sound Blaster Z

#62
Posted 04/24/2017 06:45 PM   
[quote="sgsrules"] @masterotaku, by any chance could you post the shaders that DarkStartSword's unity tool dumps? If i find the reflections shader i can try to figure out how to use the offset center projection value instead of what it's using.[/quote] Sure. I have what the tool puts in the "extracted" folder. So it's all ".shader" files. Is that what you need? https://s3.amazonaws.com/masterotaku/INSIDE/extracted.7z I couldn't get the tool to generate the 3Dmigoto (fixed) compatible shaders.
sgsrules said:
@masterotaku, by any chance could you post the shaders that DarkStartSword's unity tool dumps? If i find the reflections shader i can try to figure out how to use the offset center projection value instead of what it's using.


Sure. I have what the tool puts in the "extracted" folder. So it's all ".shader" files. Is that what you need?

https://s3.amazonaws.com/masterotaku/INSIDE/extracted.7z

I couldn't get the tool to generate the 3Dmigoto (fixed) compatible 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

#63
Posted 04/24/2017 06:59 PM   
Just finished this last night, amazing game and all I could think was how it would (WILL?!!!) truly be a showcase for 3D vision. Keep up the great progress!
Just finished this last night, amazing game and all I could think was how it would (WILL?!!!) truly be a showcase for 3D vision. Keep up the great progress!

Win7/10 64-bit, Xeon x5650 @ 4.5GHz (Corsair H105), 18GB 1666MHz DDR3 RAM, EVGA GTX 1080 Ti Hybrid SC2, ASUS P6X58D-E MB, Sound Blaster Z, Crucial MX300 SSD (OS), WD Black HDD (Games), EVGA G2 850W PS, Benq 2150ST Projector, ASUS VG278H + ROG SWIFT PG278Q

#64
Posted 04/24/2017 09:14 PM   
Thanks! [quote="masterotaku"][quote="sgsrules"] @masterotaku, by any chance could you post the shaders that DarkStartSword's unity tool dumps? If i find the reflections shader i can try to figure out how to use the offset center projection value instead of what it's using.[/quote] Sure. I have what the tool puts in the "extracted" folder. So it's all ".shader" files. Is that what you need? https://s3.amazonaws.com/masterotaku/INSIDE/extracted.7z I couldn't get the tool to generate the 3Dmigoto (fixed) compatible shaders.[/quote] Thanks I tried looking through the shaders but they're not really human readable. I can kind of make sense of the OpenGL subshader sections, but the d3d9 section is in ASM which I'm pretty clueless about. The d3d11 section which is what we're interested looks like garbage (machine code?) here's a snippet from one of the smaller chunk from the water reflect shader: [code] SubProgram "d3d11 " { Keywords { "_SIDE_INSIDE" "_TYPE_EDGE" } SetTexture 0 [_BumpMap] 2D 0 SetTexture 1 [_ReflectionTex] 2D 1 SetTexture 2 [_CameraDepthTexture] 2D -1 ConstBuffer "$Globals" 288 Float 156 [_Vignette] Float 160 [_VignetteLength] Vector 176 [_ReflCrop] ConstBuffer "UnityPerCamera" 144 Vector 16 [_SinTime] Vector 96 [_ScreenParams] Vector 112 [_ZBufferParams] BindCB "$Globals" 0 BindCB "UnityPerCamera" 1 "ps_4_0 eefiecedlchbeeggmnjifmcgndjhcbdgkhbcgkdpabaaaaaagaalaaaaadaaaaaa cmaaaaaaeeabaaaahiabaaaaejfdeheobaabaaaaakaaaaaaaiaaaaaapiaaaaaa aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapalaaaaaeabaaaaaaaaaaaaaaaaaaaa adaaaaaaabaaaaaaababaaaaaeabaaaaacaaaaaaaaaaaaaaadaaaaaaabaaaaaa aoaoaaaaaeabaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaapapaaaaaeabaaaa adaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaaaeabaaaaaeaaaaaaaaaaaaaa adaaaaaaaeaaaaaaababaaaaaeabaaaaafaaaaaaaaaaaaaaadaaaaaaaeaaaaaa aoaoaaaaaeabaaaaagaaaaaaaaaaaaaaadaaaaaaafaaaaaaadadaaaaaeabaaaa ahaaaaaaaaaaaaaaadaaaaaaagaaaaaaapapaaaaaeabaaaaaiaaaaaaaaaaaaaa adaaaaaaahaaaaaaapapaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee aaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaa adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklklfdeieefcoaajaaaa eaaaaaaahiacaaaafjaaaaaeegiocaaaaaaaaaaaamaaaaaafjaaaaaeegiocaaa abaaaaaaaiaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaa fibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaa fibiaaaeaahabaaaacaaaaaaffffaaaagecaaaaelcbabaaaaaaaaaaaabaaaaaa gcbaaaadbcbabaaaabaaaaaagcbaaaadocbabaaaabaaaaaagcbaaaadpcbabaaa acaaaaaagcbaaaadhcbabaaaadaaaaaagcaiaaadbcbabaaaaeaaaaaagcaiaaad ocbabaaaaeaaaaaagcaiaaaddcbabaaaafaaaaaagcbaaaadpcbabaaaagaaaaaa gcbaaaadpcbabaaaahaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacafaaaaaa blaaaaafdcaabaaaaaaaaaaaegbabaaaaaaaaaaadgaaaaaimcaabaaaaaaaaaaa aceaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaacnaaaaahpcaabaaaaaaaaaaa egaobaaaaaaaaaaaeghobaaaacaaaaaadcaaaaalbcaabaaaaaaaaaaackiacaaa abaaaaaaahaaaaaaakaabaaaaaaaaaaadkiacaaaabaaaaaaahaaaaaaaoaaaaak bcaabaaaaaaaaaaaaceaaaaaaaaaiadpaaaaiadpaaaaiadpaaaaiadpakaabaaa aaaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaaaaaaaaaaaakbabaiaebaaaaaa abaaaaaadicaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaaakbabaaaaeaaaaaa baaaaaahccaabaaaaaaaaaaaegbcbaaaadaaaaaaegbcbaaaadaaaaaaaacaaaah ccaabaaaaaaaaaaabkaabaaaaaaaaaaaabeaaaaaaaaaealpdiaaaaahbcaabaaa aaaaaaaabkaabaaaaaaaaaaaakaabaaaaaaaaaaaaoaaaaaigcaabaaaaaaaaaaa agbbbaaaagaaaaaakgblbaiaibaaaaaaagaaaaaaddcaaaahccaabaaaaaaaaaaa ckaabaaaaaaaaaaabkaabaaaaaaaaaaadiaaaaahecaabaaaaaaaaaaabkaabaaa aaaaaaaabkaabaaaaaaaaaaadcaaaaakccaabaaaaaaaaaaabkaabaiaebaaaaaa aaaaaaaaabeaaaaaaaaaaaeaabeaaaaaaaaaeaeadiaaaaahccaabaaaaaaaaaaa bkaabaaaaaaaaaaackaabaaaaaaaaaaadiaaaaahbcaabaaaaaaaaaaabkaabaaa aaaaaaaaakaabaaaaaaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaaacaaaaaa eghobaaaaaaaaaaaaagabaaaaaaaaaaaefaaaaajpcaabaaaacaaaaaaogbkbaaa acaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaaaaaaaaahpcaabaaaabaaaaaa dgadbaaaabaaaaaadgadbaaaacaaaaaadcaaaaappcaabaaaabaaaaaaegaobaaa abaaaaaaaceaaaaaaaaaaaeaaaaaaaeaaaaaaaeaaaaaaaeaaceaaaaaaaaaaama aaaaaamaaaaaaamaaaaaaamadiaaaaahpcaabaaaacaaaaaaegaobaaaabaaaaaa jgbpbaaaaeaaaaaaapaaaaahccaabaaaaaaaaaaaogakbaaaacaaaaaaogakbaaa acaaaaaaaaaaaaaiccaabaaaadaaaaaabkaabaiaebaaaaaaaaaaaaaaabeaaaaa aaaaiadpdgaaaaaffcaabaaaadaaaaaakgalbaaaacaaaaaabaaaaaahccaabaaa aaaaaaaaegacbaaaadaaaaaajgbhbaaaabaaaaaabaaaaaahecaabaaaaaaaaaaa jgbhbaaaabaaaaaajgbhbaaaabaaaaaaeeaaaaafecaabaaaaaaaaaaackaabaaa aaaaaaaadccaaaakccaabaaaaaaaaaaabkaabaaaaaaaaaaackaabaiaebaaaaaa aaaaaaaaabeaaaaaaaaaiadpdccaaaajccaabaaaaaaaaaaabkaabaaaaaaaaaaa akbabaaaafaaaaaabkbabaaaafaaaaaadiaaaaahecaabaaaaaaaaaaabkaabaaa aaaaaaaabkaabaaaaaaaaaaadcaaaaakccaabaaaaaaaaaaabkaabaiaebaaaaaa aaaaaaaaabeaaaaaaaaaaaeaabeaaaaaaaaaeaeadiaaaaahccaabaaaaaaaaaaa bkaabaaaaaaaaaaackaabaaaaaaaaaaaaoaaaaahecaabaaaaaaaaaaadkbabaaa ahaaaaaadkbabaaaaaaaaaaadicaaaahecaabaaaaaaaaaaackaabaaaaaaaaaaa abeaaaaaaaaaaaebdcaaaaajccaabaaaaaaaaaaabkaabaaaaaaaaaaackaabaaa aaaaaaaaabeaaaaaaaaaiadpaaaaaaaiccaabaaaaaaaaaaackaabaiaebaaaaaa aaaaaaaabkaabaaaaaaaaaaadiaaaaahecaabaaaaaaaaaaaakaabaaaaaaaaaaa bkaabaaaaaaaaaaaaoaaaaahmcaabaaaabaaaaaaagbebaaaahaaaaaakgbkbaaa ahaaaaaadcaaaaalmcaabaaaabaaaaaakgaobaaaabaaaaaaagiecaaaaaaaaaaa alaaaaaakgiocaaaaaaaaaaaalaaaaaadcaaaaajdcaabaaaabaaaaaaegaabaaa abaaaaaajgbfbaaaaeaaaaaaogakbaaaabaaaaaaeiaaaaalpcaabaaaadaaaaaa egaabaaaabaaaaaaeghobaaaabaaaaaaaagabaaaabaaaaaaabeaaaaaaaaaaaaa eiaaaaalpcaabaaaaeaaaaaaogakbaaaabaaaaaaeghobaaaabaaaaaaaagabaaa abaaaaaaabeaaaaaaaaaaaaaddaaaaahicaabaaaaaaaaaaadkaabaaaadaaaaaa dkaabaaaaeaaaaaadcaaaaajdcaabaaaabaaaaaaegaabaaaacaaaaaapgapbaaa aaaaaaaaogakbaaaabaaaaaaeiaaaaalpcaabaaaabaaaaaaegaabaaaabaaaaaa eghobaaaabaaaaaaaagabaaaabaaaaaaabeaaaaaaaaaaaaadiaaaaahhcaabaaa abaaaaaakgakbaaaaaaaaaaaegacbaaaabaaaaaadcaaaaakmcaabaaaaaaaaaaa agbebaaaaaaaaaaakgiocaaaabaaaaaaagaaaaaapgbpbaaaaaaaaaaaaaaaaaai mcaabaaaaaaaaaaakgaobaaaaaaaaaaaagiacaaaabaaaaaaabaaaaaadiaaaaak mcaabaaaaaaaaaaakgaobaaaaaaaaaaaaceaaaaaaaaaaaaaaaaaaaaachmckmea kpcfkoeabkaaaaafmcaabaaaaaaaaaaakgaobaaaaaaaaaaaaaaaaaakdcaabaaa acaaaaaaogakbaaaaaaaaaaaaceaaaaaodehkmebokaegfebaaaaaaaaaaaaaaaa apaaaaahbcaabaaaacaaaaaalgapbaaaaaaaaaaaegaabaaaacaaaaaaaaaaaaah mcaabaaaaaaaaaaakgaobaaaaaaaaaaaagaabaaaacaaaaaadiaaaaahecaabaaa aaaaaaaadkaabaaaaaaaaaaackaabaaaaaaaaaaadiaaaaakpcaabaaaacaaaaaa kgakbaaaaaaaaaaaaceaaaaaifnmloeccccomdechokmllecnogclhecdiaaaaak pcaabaaaadaaaaaakgakbaaaaaaaaaaaaceaaaaaccbjjgecgbbjjgecggbjjgec gobjjgecbkaaaaafpcaabaaaadaaaaaaegaobaaaadaaaaaabkaaaaafpcaabaaa acaaaaaaegaobaaaacaaaaaaaaaaaaahpcaabaaaacaaaaaaegaobaaaadaaaaaa egaobaaaacaaaaaaaaaaaaakpcaabaaaacaaaaaaegaobaaaacaaaaaaaceaaaaa aaaaialpaaaaialpaaaaialpaaaaialpdccaaaalecaabaaaaaaaaaaaakbabaaa abaaaaaaakiacaiaebaaaaaaaaaaaaaaakaaaaaaabeaaaaaaaaaiadpdiaaaaah icaabaaaaaaaaaaackaabaaaaaaaaaaackaabaaaaaaaaaaadcaaaaakecaabaaa aaaaaaaackaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaaaeaabeaaaaaaaaaeaea diaaaaahecaabaaaaaaaaaaackaabaaaaaaaaaaadkaabaaaaaaaaaaadiaaaaai icaabaaaaaaaaaaackaabaaaaaaaaaaadkiacaaaaaaaaaaaajaaaaaadcaaaaal ecaabaaaaaaaaaaackaabaiaebaaaaaaaaaaaaaadkiacaaaaaaaaaaaajaaaaaa abeaaaaaaaaaiadpdcaaaaajccaabaaaaaaaaaaabkaabaaaaaaaaaaackaabaaa aaaaaaaadkaabaaaaaaaaaaadiaaaaahicaabaaaabaaaaaaakaabaaaaaaaaaaa bkaabaaaaaaaaaaadcaaaaanpccabaaaaaaaaaaaegaobaiaebaaaaaaacaaaaaa aceaaaaaibiaiadlibiaiadlibiaiadlmnmmmmdnegaobaaaabaaaaaadoaaaaab " } } [/code] So yeah... probably not much i can do with this. If I'm lucky I'll be able to figure out what uniform variable it's using for the projection matrix and then somehow inject the proper matrix. Stupid reflections, everything was going so smoothly until they came along. It was almost to easy to fix everything.
Thanks!
masterotaku said:
sgsrules said:
@masterotaku, by any chance could you post the shaders that DarkStartSword's unity tool dumps? If i find the reflections shader i can try to figure out how to use the offset center projection value instead of what it's using.


Sure. I have what the tool puts in the "extracted" folder. So it's all ".shader" files. Is that what you need?

https://s3.amazonaws.com/masterotaku/INSIDE/extracted.7z

I couldn't get the tool to generate the 3Dmigoto (fixed) compatible shaders.


Thanks I tried looking through the shaders but they're not really human readable. I can kind of make sense of the OpenGL subshader sections, but the d3d9 section is in ASM which I'm pretty clueless about. The d3d11 section which is what we're interested looks like garbage (machine code?) here's a snippet from one of the smaller chunk from the water reflect shader:
SubProgram "d3d11 " {
Keywords { "_SIDE_INSIDE" "_TYPE_EDGE" }
SetTexture 0 [_BumpMap] 2D 0
SetTexture 1 [_ReflectionTex] 2D 1
SetTexture 2 [_CameraDepthTexture] 2D -1
ConstBuffer "$Globals" 288
Float 156 [_Vignette]
Float 160 [_VignetteLength]
Vector 176 [_ReflCrop]
ConstBuffer "UnityPerCamera" 144
Vector 16 [_SinTime]
Vector 96 [_ScreenParams]
Vector 112 [_ZBufferParams]
BindCB "$Globals" 0
BindCB "UnityPerCamera" 1
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}
}


So yeah... probably not much i can do with this. If I'm lucky I'll be able to figure out what uniform variable it's using for the projection matrix and then somehow inject the proper matrix.

Stupid reflections, everything was going so smoothly until they came along. It was almost to easy to fix everything.

Like my work? You can send a donation via Paypal to sgs.rules@gmail.com

Windows 7 Pro 64x - Nvidia Driver 398.82 - EVGA 980Ti SC - Optoma HD26 with Edid override - 3D Vision 2 - i7-8700K CPU at 5.0Ghz - ASROCK Z370 Ext 4 Motherboard - 32 GB RAM Corsair Vengeance - 512 GB Samsung SSD 850 Pro - Creative Sound Blaster Z

#65
Posted 04/24/2017 09:20 PM   
[quote="sgsrules"]So far so good. I got 3dVision to kick in and my method works perfectly when you set separation to zero in 3dvision (My method doesn't use the 3dvision settings).[/quote] That means some variant of 3D Vision Automatic still kicks in :( and is attempting to stereorize somethings it recognises. With zero separation it will work, as whatever the hell the 3D Vision Automatic is doing is basically, well... zero;) I'll hook up to my repo tomorrow evening (hopefully) so you can discard the 3D Vision Automatic and switch to Direct Mode where nothing is injected by 3D Vision driver;) Then it will work no matter what you have setup for 3D Vision! PS: The above shader looks like garbage, un-decoded shader... I think DSS figured out how to extract the shaders as they are encoded or something, but that one seems to fail :( Quick question: - Does the game start and run in OpenGL? If that is the case, you could use my wrapper (and get full GLSL in the process) - Not sure how it would work with my wrapper, but from your previous PMs I think you just need access to the FBO_ZERO and the Depth Buffer right? So, it should be doable very easily! (Just thinking out load, lol!)
sgsrules said:So far so good. I got 3dVision to kick in and my method works perfectly when you set separation to zero in 3dvision (My method doesn't use the 3dvision settings).


That means some variant of 3D Vision Automatic still kicks in :( and is attempting to stereorize somethings it recognises. With zero separation it will work, as whatever the hell the 3D Vision Automatic is doing is basically, well... zero;)
I'll hook up to my repo tomorrow evening (hopefully) so you can discard the 3D Vision Automatic and switch to Direct Mode where nothing is injected by 3D Vision driver;) Then it will work no matter what you have setup for 3D Vision!

PS:
The above shader looks like garbage, un-decoded shader... I think DSS figured out how to extract the shaders as they are encoded or something, but that one seems to fail :(

Quick question:
- Does the game start and run in OpenGL? If that is the case, you could use my wrapper (and get full GLSL in the process)
- Not sure how it would work with my wrapper, but from your previous PMs I think you just need access to the FBO_ZERO and the Depth Buffer right? So, it should be doable very easily! (Just thinking out load, lol!)

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

#66
Posted 04/24/2017 09:21 PM   
@sgsrules: Please check your PM ;)
@sgsrules:
Please check your PM ;)

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

#67
Posted 04/24/2017 09:39 PM   
[quote="helifax"][quote="sgsrules"]So far so good. I got 3dVision to kick in and my method works perfectly when you set separation to zero in 3dvision (My method doesn't use the 3dvision settings).[/quote] That means some variant of 3D Vision Automatic still kicks in :( and is attempting to stereorize somethings it recognises. With zero separation it will work, as whatever the hell the 3D Vision Automatic is doing is basically, well... zero;) [/quote] yeah that's what i figured, it's trying to apply stereo but of course it's mostly broken, so setting it to zero fixes it's "fix". [quote="helifax"] I'll hook up to my repo tomorrow evening (hopefully) so you can discard the 3D Vision Automatic and switch to Direct Mode where nothing is injected by 3D Vision driver;) Then it will work no matter what you have setup for 3D Vision! [/quote] Brilliant! thanks brother! [quote="helifax"] PS: The above shader looks like garbage, un-decoded shader... I think DSS figured out how to extract the shaders as they are encoded or something, but that one seems to fail :( [/quote] As far as i can tell every d3d11 subshader that's extracted looks like this. So maybe he didn't intend to extract them? OpenGL and d3d9 Sections extract seem fine. [quote="helifax"] Quick question: - Does the game start and run in OpenGL? If that is the case, you could use my wrapper (and get full GLSL in the process) [/quote] I tried running it with -force-opengl and it crashed right away. I'm guessing the OpenGL sections in the shader are for PS4 support only. [quote="helifax"] - Not sure how it would work with my wrapper, but from your previous PMs I think you just need access to the FBO_ZERO and the Depth Buffer right? So, it should be doable very easily! (Just thinking out load, lol!)[/quote] If you're referring to the CM portion of the wrapper so that we can get rid of reshade then yes that's all we need. It would be useful to also be able to create additional buffers but if I have source access i can add that in myself.
helifax said:
sgsrules said:So far so good. I got 3dVision to kick in and my method works perfectly when you set separation to zero in 3dvision (My method doesn't use the 3dvision settings).


That means some variant of 3D Vision Automatic still kicks in :( and is attempting to stereorize somethings it recognises. With zero separation it will work, as whatever the hell the 3D Vision Automatic is doing is basically, well... zero;)

yeah that's what i figured, it's trying to apply stereo but of course it's mostly broken, so setting it to zero fixes it's "fix".
helifax said:
I'll hook up to my repo tomorrow evening (hopefully) so you can discard the 3D Vision Automatic and switch to Direct Mode where nothing is injected by 3D Vision driver;) Then it will work no matter what you have setup for 3D Vision!

Brilliant! thanks brother!
helifax said:
PS:
The above shader looks like garbage, un-decoded shader... I think DSS figured out how to extract the shaders as they are encoded or something, but that one seems to fail :(

As far as i can tell every d3d11 subshader that's extracted looks like this. So maybe he didn't intend to extract them? OpenGL and d3d9 Sections extract seem fine.

helifax said:
Quick question:
- Does the game start and run in OpenGL? If that is the case, you could use my wrapper (and get full GLSL in the process)

I tried running it with -force-opengl and it crashed right away. I'm guessing the OpenGL sections in the shader are for PS4 support only.
helifax said:
- Not sure how it would work with my wrapper, but from your previous PMs I think you just need access to the FBO_ZERO and the Depth Buffer right? So, it should be doable very easily! (Just thinking out load, lol!)

If you're referring to the CM portion of the wrapper so that we can get rid of reshade then yes that's all we need. It would be useful to also be able to create additional buffers but if I have source access i can add that in myself.

Like my work? You can send a donation via Paypal to sgs.rules@gmail.com

Windows 7 Pro 64x - Nvidia Driver 398.82 - EVGA 980Ti SC - Optoma HD26 with Edid override - 3D Vision 2 - i7-8700K CPU at 5.0Ghz - ASROCK Z370 Ext 4 Motherboard - 32 GB RAM Corsair Vengeance - 512 GB Samsung SSD 850 Pro - Creative Sound Blaster Z

#68
Posted 04/24/2017 10:00 PM   
Unfortunately, the lowest depth setting in Nvidia's drivers is one, zero is un-attainable.
Unfortunately, the lowest depth setting in Nvidia's drivers is one, zero is un-attainable.

#69
Posted 04/24/2017 10:48 PM   
Hey sgsrules, you're doing great work. I'd like to invite you to access the shared Steam accounts for shaderhackers. it might give you access to more games you don't have, which could help your work. Send me a PM with a gmail address, and I'll hook you up.
Hey sgsrules, you're doing great work. I'd like to invite you to access the shared Steam accounts for shaderhackers. it might give you access to more games you don't have, which could help your work.

Send me a PM with a gmail address, and I'll hook you up.

#70
Posted 04/25/2017 03:59 AM   
[quote="D-Man11"]Unfortunately, the lowest depth setting in Nvidia's drivers is one, zero is un-attainable.[/quote] Yep, I noticed that :( Fortunately, it's low enough that it's not noticeable... but again it's less than ideal.
D-Man11 said:Unfortunately, the lowest depth setting in Nvidia's drivers is one, zero is un-attainable.

Yep, I noticed that :( Fortunately, it's low enough that it's not noticeable... but again it's less than ideal.

Like my work? You can send a donation via Paypal to sgs.rules@gmail.com

Windows 7 Pro 64x - Nvidia Driver 398.82 - EVGA 980Ti SC - Optoma HD26 with Edid override - 3D Vision 2 - i7-8700K CPU at 5.0Ghz - ASROCK Z370 Ext 4 Motherboard - 32 GB RAM Corsair Vengeance - 512 GB Samsung SSD 850 Pro - Creative Sound Blaster Z

#71
Posted 04/25/2017 04:21 AM   
[quote="Pirateguybrush"]Hey sgsrules, you're doing great work. I'd like to invite you to access the shared Steam accounts for shaderhackers. it might give you access to more games you don't have, which could help your work. Send me a PM with a gmail address, and I'll hook you up.[/quote] Thanks for the invite. I'll probably have my hands full for a while. I want to fix INISDE first since I'm nearly there. Then I need to finish fixing BOTW. After that I'll try to get 3d Vision Direct working on both games (I'm hoping that someone more knowledgeable will beat me to it). At some point i'll hopefully post a universal Unity fix but i'll have to clean it up first, because right now it's a hacky mess. I also need to finish fixing Nier Automata since i left that one alone after fixing the shadows.
Pirateguybrush said:Hey sgsrules, you're doing great work. I'd like to invite you to access the shared Steam accounts for shaderhackers. it might give you access to more games you don't have, which could help your work.

Send me a PM with a gmail address, and I'll hook you up.


Thanks for the invite. I'll probably have my hands full for a while. I want to fix INISDE first since I'm nearly there. Then I need to finish fixing BOTW. After that I'll try to get 3d Vision Direct working on both games (I'm hoping that someone more knowledgeable will beat me to it). At some point i'll hopefully post a universal Unity fix but i'll have to clean it up first, because right now it's a hacky mess. I also need to finish fixing Nier Automata since i left that one alone after fixing the shadows.

Like my work? You can send a donation via Paypal to sgs.rules@gmail.com

Windows 7 Pro 64x - Nvidia Driver 398.82 - EVGA 980Ti SC - Optoma HD26 with Edid override - 3D Vision 2 - i7-8700K CPU at 5.0Ghz - ASROCK Z370 Ext 4 Motherboard - 32 GB RAM Corsair Vengeance - 512 GB Samsung SSD 850 Pro - Creative Sound Blaster Z

#72
Posted 04/25/2017 04:27 AM   
No problem, let me know if/when you'd like access later. Shaderhackers are also welcome to use the shared accounts just for playing games they're already interested in too, so there's that.
No problem, let me know if/when you'd like access later. Shaderhackers are also welcome to use the shared accounts just for playing games they're already interested in too, so there's that.

#73
Posted 04/25/2017 04:40 AM   
I found the issue with the reflections. Unity was not properly listing all the cameras with Camera.allCameras. I ended up list all the game objects and then checked those for for camera components and ended up finding 3 more camera's that were named reflection_camera_0 to reflection_camera_2... hmm I wonder what those do? I tried modifying the camera projection matrices using the same method as i did for the main camera, but changing the convergence wasn't changing the projection matrix when i queried it's values after rendering, but altering the fov did. I moved my camera projection calculation to from Update to the onPreRender method and that seemed to do that trick. So somewhere between the Update and onPreRender methods the reflection camera is recalculating it projection matrix and getting rid of the off center projection calculations. So i know what the issue is and i know were to fix it... the question now is how do i calculate the reflection projection matrix properly? I guessing that i could use some of the values from the old matrix and just modify the left and right values to shift it, I might have to switch signs as well since the reflection is upside down. Either way it shouldn't be hard to figure out.
I found the issue with the reflections. Unity was not properly listing all the cameras with Camera.allCameras. I ended up list all the game objects and then checked those for for camera components and ended up finding 3 more camera's that were named reflection_camera_0 to reflection_camera_2... hmm I wonder what those do? I tried modifying the camera projection matrices using the same method as i did for the main camera, but changing the convergence wasn't changing the projection matrix when i queried it's values after rendering, but altering the fov did. I moved my camera projection calculation to from Update to the onPreRender method and that seemed to do that trick. So somewhere between the Update and onPreRender methods the reflection camera is recalculating it projection matrix and getting rid of the off center projection calculations.

So i know what the issue is and i know were to fix it... the question now is how do i calculate the reflection projection matrix properly? I guessing that i could use some of the values from the old matrix and just modify the left and right values to shift it, I might have to switch signs as well since the reflection is upside down. Either way it shouldn't be hard to figure out.

Like my work? You can send a donation via Paypal to sgs.rules@gmail.com

Windows 7 Pro 64x - Nvidia Driver 398.82 - EVGA 980Ti SC - Optoma HD26 with Edid override - 3D Vision 2 - i7-8700K CPU at 5.0Ghz - ASROCK Z370 Ext 4 Motherboard - 32 GB RAM Corsair Vengeance - 512 GB Samsung SSD 850 Pro - Creative Sound Blaster Z

#74
Posted 04/25/2017 04:45 AM   
Ok I give up for now :/ The only thing that's left to fix is to stereoize the projection matrix for the reflections. I don't know how the reflected projection matrix is being derived. I was hoping that i could use the reflected matrix to derive the offset projection that's needed but I don't know how. Maybe someone here can provide some insight. Here's some code I'm using to calculate the offset projection matrix for the camera: [code] public void GetStereoProjectionMatrix(bool isRightEye, Camera camera) { float fovRadians = Mathf.Deg2Rad * camera.fieldOfView; float w = camera.nearClipPlane * Mathf.Tan(fovRadians / 2); float dist = Separation * .5f; if (!isRightEye) dist *= -1; float top = w; float bottom = -w; float left = -camera.aspect * w - dist * camera.nearClipPlane / FocalDistance; float right = camera.aspect * w - dist * camera.nearClipPlane / FocalDistance; camera.projectionMatrix = PerspectiveOffCenter(left, right, bottom, top, camera.nearClipPlane, camera.farClipPlane); } static Matrix4x4 PerspectiveOffCenter(float left, float right, float bottom, float top, float near, float far) { float x = 2f * near / (right - left); float y = 2f * near / (top - bottom); float a = (right + left) / (right - left); float b = (top + bottom) / (top - bottom); float c = -(far + near) / (far - near); float d = -(2f * far * near) / (far - near); float e = -1f; Matrix4x4 m = new Matrix4x4(); m[0, 0] = x; m[0, 1] = 0; m[0, 2] = a; m[0, 3] = 0; m[1, 0] = 0; m[1, 1] = y; m[1, 2] = b; m[1, 3] = 0; m[2, 0] = 0; m[2, 1] = 0; m[2, 2] = c; m[2, 3] = d; m[3, 0] = 0; m[3, 1] = 0; m[3, 2] = e; m[3, 3] = 0; return m; } [/code] I looked through some of the source for Unity's standard reflection and they're using a oblique matrix to calculate the reflection based of a reflection plane, but I don't have access to the reflection plane. This link seemed relevant: https://www.opengl.org/discussion_boards/showthread.php/178177-Oblique-vs-Standard-projection-matrix
Ok I give up for now :/

The only thing that's left to fix is to stereoize the projection matrix for the reflections. I don't know how the reflected projection matrix is being derived. I was hoping that i could use the reflected matrix to derive the offset projection that's needed but I don't know how. Maybe someone here can provide some insight. Here's some code I'm using to calculate the offset projection matrix for the camera:
public void GetStereoProjectionMatrix(bool isRightEye, Camera camera)
{
float fovRadians = Mathf.Deg2Rad * camera.fieldOfView;
float w = camera.nearClipPlane * Mathf.Tan(fovRadians / 2);

float dist = Separation * .5f;
if (!isRightEye) dist *= -1;

float top = w;
float bottom = -w;

float left = -camera.aspect * w - dist * camera.nearClipPlane / FocalDistance;
float right = camera.aspect * w - dist * camera.nearClipPlane / FocalDistance;

camera.projectionMatrix = PerspectiveOffCenter(left, right, bottom, top, camera.nearClipPlane, camera.farClipPlane);
}

static Matrix4x4 PerspectiveOffCenter(float left, float right, float bottom, float top, float near, float far)
{
float x = 2f * near / (right - left);
float y = 2f * near / (top - bottom);
float a = (right + left) / (right - left);
float b = (top + bottom) / (top - bottom);
float c = -(far + near) / (far - near);
float d = -(2f * far * near) / (far - near);
float e = -1f;
Matrix4x4 m = new Matrix4x4();
m[0, 0] = x;
m[0, 1] = 0;
m[0, 2] = a;
m[0, 3] = 0;
m[1, 0] = 0;
m[1, 1] = y;
m[1, 2] = b;
m[1, 3] = 0;
m[2, 0] = 0;
m[2, 1] = 0;
m[2, 2] = c;
m[2, 3] = d;
m[3, 0] = 0;
m[3, 1] = 0;
m[3, 2] = e;
m[3, 3] = 0;
return m;
}


I looked through some of the source for Unity's standard reflection and they're using a oblique matrix to calculate the reflection based of a reflection plane, but I don't have access to the reflection plane.

This link seemed relevant:
https://www.opengl.org/discussion_boards/showthread.php/178177-Oblique-vs-Standard-projection-matrix

Like my work? You can send a donation via Paypal to sgs.rules@gmail.com

Windows 7 Pro 64x - Nvidia Driver 398.82 - EVGA 980Ti SC - Optoma HD26 with Edid override - 3D Vision 2 - i7-8700K CPU at 5.0Ghz - ASROCK Z370 Ext 4 Motherboard - 32 GB RAM Corsair Vengeance - 512 GB Samsung SSD 850 Pro - Creative Sound Blaster Z

#75
Posted 04/25/2017 06:01 AM   
  5 / 11    
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