How to fix/disable shaders in games(DLL,guide and fixes).
167 / 167
Hello
I'm using DLL to disable a specific shader in game
When I'm using debug dll and find it manually and disable from the game, it works perfectly fine.
But if I'm creating file in \ShaderOverride\PixelShaders, with just "ps_3_0", instead of shader being gone I get a black square on a place it has been.
The original dump of the shader is:
[code]//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
// Parameters:
//
// float _BlockSize;
// sampler2D _FrameBuffer1;
// float4 _ScreenParams;
//
//
// Registers:
//
// Name Reg Size
// ------------- ----- ----
// _ScreenParams c0 1
// _BlockSize c1 1
// _FrameBuffer1 s0 1
//
ps_3_0
def c2, -1, 0.5, 1, 0
dcl_texcoord v0.xyw
dcl_2d s0
rcp r0.x, v0.w
mul r0.xy, r0.x, v0
mov r1.x, c2.x
add r0.zw, r1.x, c0
mul r0.zw, r0, c1.x
rcp r1.x, r0.z
rcp r1.y, r0.w
mul r1.xy, r0, r1
frc r1.zw, r1_abs.xyxy
cmp r1.xy, r1, r1.zwzw, -r1.zwzw
mad r0.xy, r1, -r0.zwzw, r0
mad r0.xy, r0.zwzw, c2.y, r0
add r0.z, -r0.y, c2.z
texld_pp oC0, r0.xzzw, s0
// approximately 14 instruction slots used (1 texture, 13 arithmetic)
[/code]
Please help me to get rid of it... thanks!
Hello
I'm using DLL to disable a specific shader in game
When I'm using debug dll and find it manually and disable from the game, it works perfectly fine.
But if I'm creating file in \ShaderOverride\PixelShaders, with just "ps_3_0", instead of shader being gone I get a black square on a place it has been.
The original dump of the shader is:
[quote="masterotaku"]Try this and tell me what happens (also, what's the shader about?):
...[/quote]
Thank you for answer
In first case I'm getting a square, with a texture of some of random backgrounds, not frontal background but like some more deep layer of it.
In second case I'm getting white square.
The thing is, if I locate element manually with debug version even with this buggy override, it will be properly disabled.
The shader is like, blur effect. It's unity engine btw, if this is matters.
Also: when the game just started, shader with this CRC isn't present yet - I can't find it with debug dll. It only appears and could be found once a level is loaded. Maybe this matters too?
masterotaku said:Try this and tell me what happens (also, what's the shader about?):
...
Thank you for answer
In first case I'm getting a square, with a texture of some of random backgrounds, not frontal background but like some more deep layer of it.
In second case I'm getting white square.
The thing is, if I locate element manually with debug version even with this buggy override, it will be properly disabled.
The shader is like, blur effect. It's unity engine btw, if this is matters.
Also: when the game just started, shader with this CRC isn't present yet - I can't find it with debug dll. It only appears and could be found once a level is loaded. Maybe this matters too?
[quote="rsod"]
Thank you for answer
In first case I'm getting a square, with a texture of some of random backgrounds, not frontal background but like some more deep layer of it.
In second case I'm getting white square.
The thing is, if I locate element manually with debug version even with this buggy override, it will be properly disabled.
The shader is like, blur effect. It's unity engine btw, if this is matters.[/quote]
Oh, OK. Try more things and experiment, like copying "r0" into a new "r3" after "mul r0.zw, r0, c1.x" (doing "mov r3, r0") and using it at the end ("texld_pp oC0, r3.xzzw, s0").
[quote="rsod"]Also: when the game just started, shader with this CRC isn't present yet - I can't find it with debug dll. It only appears and could be found once a level is loaded. Maybe this matters too?[/quote]
If you have "UseRenderedShaders = true" in DX9Settings.ini, it's normal, because you'll only cycle through active shaders.
rsod said:
Thank you for answer
In first case I'm getting a square, with a texture of some of random backgrounds, not frontal background but like some more deep layer of it.
In second case I'm getting white square.
The thing is, if I locate element manually with debug version even with this buggy override, it will be properly disabled.
The shader is like, blur effect. It's unity engine btw, if this is matters.
Oh, OK. Try more things and experiment, like copying "r0" into a new "r3" after "mul r0.zw, r0, c1.x" (doing "mov r3, r0") and using it at the end ("texld_pp oC0, r3.xzzw, s0").
rsod said:Also: when the game just started, shader with this CRC isn't present yet - I can't find it with debug dll. It only appears and could be found once a level is loaded. Maybe this matters too?
If you have "UseRenderedShaders = true" in DX9Settings.ini, it's normal, because you'll only cycle through active shaders.
[quote="masterotaku"][quote="rsod"]
Oh, OK. Try more things and experiment, like copying "r0" into a new "r3" after "mul r0.zw, r0, c1.x" (doing "mov r3, r0") and using it at the end ("texld_pp oC0, r3.xzzw, s0").[/quote]
this sadly didn't worked either, was the same result as in first attempt.
I also tried to change numbers randomly, but this did not worked as well...
rsod said:
Oh, OK. Try more things and experiment, like copying "r0" into a new "r3" after "mul r0.zw, r0, c1.x" (doing "mov r3, r0") and using it at the end ("texld_pp oC0, r3.xzzw, s0").
this sadly didn't worked either, was the same result as in first attempt.
I also tried to change numbers randomly, but this did not worked as well...
Hello, I have a new stupid question...
How can I get other 3dmigoto variable than x,..z (eg x5) in ASM shader with the line:
[code]ld_indexable(texture1d)(float,float,float,float) r41.xyzw, l(0, 0, 0, 0), t120.xyzw [/code]
?
Hi all, I am still going through The Witcher 3 (I just finished Hearts of Stone and will soon embark on Blood and Wine) and I am also trying to get a really good texture mod to work with the 3D Vision Fix but this mod introduces some really nice reflective surface textures to streams that don't play nice with the 3D Vision Fix. I've emailed DarkStarSword about the issue but they may have likely moved on to other projects / may not still be enjoying TW3.
Anyhow, I've narrowed down the offending shader fixes in the ShaderFixes folder (with these left in place there is no texture whatsoever in streams) to:
4c8fdd48f990f10a-vs_replace.txt
4c8fdd48f990f10a-vs_replace.bin
and
09afb40787f2cb8e-vs_replace.txt
09afb40787f2cb8e-vs_replace.bin
http://helixmod.blogspot.com/2016/06/the-witcher-3-wild-hunt.html
This game looks infinitely better with HD Reworked 5.1, have a look (you may need to scroll through), especially at the rivers in question:
https://www.nexusmods.com/witcher3/mods/1021/?tab=images&BH=5
I've read the initial post here, I am more than willing to attempt to fix this on my end I just need a little guidance as this is a bit over my head.
Any help greatly appreciated!!!!!
Hi all, I am still going through The Witcher 3 (I just finished Hearts of Stone and will soon embark on Blood and Wine) and I am also trying to get a really good texture mod to work with the 3D Vision Fix but this mod introduces some really nice reflective surface textures to streams that don't play nice with the 3D Vision Fix. I've emailed DarkStarSword about the issue but they may have likely moved on to other projects / may not still be enjoying TW3.
Anyhow, I've narrowed down the offending shader fixes in the ShaderFixes folder (with these left in place there is no texture whatsoever in streams) to:
I've read the initial post here, I am more than willing to attempt to fix this on my end I just need a little guidance as this is a bit over my head.
Any help greatly appreciated!!!!!
i7 8700k @ 5.1 GHz w/ EK Monoblock | GTX 1080 Ti FE + Full Nickel EK Block | EK SE 420 + EK PE 360 | 16GB G-Skill Trident Z @ 3200 MHz | Samsung 850 Evo | Corsair RM1000x | Asus ROG Swift PG278Q + Alienware AW3418DW | Win10 Pro 1703
[quote="-=HeliX=-"][url="http://helixmod.wikispot.org/gamelist"]Full list of fixed games[/url].
[/quote]
Mod is currently not working with current version of dota 2 or I am failed to make it work.
I'm using DLL to disable a specific shader in game
When I'm using debug dll and find it manually and disable from the game, it works perfectly fine.
But if I'm creating file in \ShaderOverride\PixelShaders, with just "ps_3_0", instead of shader being gone I get a black square on a place it has been.
The original dump of the shader is:
Please help me to get rid of it... thanks!
Or instead of "texld_pp oC0, r0.xzzw, s0", try "mov oC0, c2.wwww".
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
Thank you for answer
In first case I'm getting a square, with a texture of some of random backgrounds, not frontal background but like some more deep layer of it.
In second case I'm getting white square.
The thing is, if I locate element manually with debug version even with this buggy override, it will be properly disabled.
The shader is like, blur effect. It's unity engine btw, if this is matters.
Also: when the game just started, shader with this CRC isn't present yet - I can't find it with debug dll. It only appears and could be found once a level is loaded. Maybe this matters too?
Oh, OK. Try more things and experiment, like copying "r0" into a new "r3" after "mul r0.zw, r0, c1.x" (doing "mov r3, r0") and using it at the end ("texld_pp oC0, r3.xzzw, s0").
If you have "UseRenderedShaders = true" in DX9Settings.ini, it's normal, because you'll only cycle through active 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
How can I get other 3dmigoto variable than x,..z (eg x5) in ASM shader with the line:
?
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD
Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword
Anyhow, I've narrowed down the offending shader fixes in the ShaderFixes folder (with these left in place there is no texture whatsoever in streams) to:
4c8fdd48f990f10a-vs_replace.txt
4c8fdd48f990f10a-vs_replace.bin
and
09afb40787f2cb8e-vs_replace.txt
09afb40787f2cb8e-vs_replace.bin
http://helixmod.blogspot.com/2016/06/the-witcher-3-wild-hunt.html
This game looks infinitely better with HD Reworked 5.1, have a look (you may need to scroll through), especially at the rivers in question:
https://www.nexusmods.com/witcher3/mods/1021/?tab=images&BH=5
I've read the initial post here, I am more than willing to attempt to fix this on my end I just need a little guidance as this is a bit over my head.
Any help greatly appreciated!!!!!
i7 8700k @ 5.1 GHz w/ EK Monoblock | GTX 1080 Ti FE + Full Nickel EK Block | EK SE 420 + EK PE 360 | 16GB G-Skill Trident Z @ 3200 MHz | Samsung 850 Evo | Corsair RM1000x | Asus ROG Swift PG278Q + Alienware AW3418DW | Win10 Pro 1703
https://www.3dmark.com/compare/fs/14520125/fs/11807761#
Mod is currently not working with current version of dota 2 or I am failed to make it work.