ED & SweetFX - Screenshots and DL link

Hey guys.

This is my first time installing this, and I've run into a roadblock. I see that others are having no issue with ReShade 3.0, but that's the step I'm stuck on. Now it's not a .zip file (or whatever), it's an installer. The ReShade installer asks me to locate the game, and then gives me three choices: Direct3D 8/9, Direct3D 10+, and OpenGL. I have tried all three of these options, but none of it ever satisfies EDFX; it still asks me to install ReShade. I assume I'm trying to install it in the wrong directory, but ReShade gives me no choice but to install it in the game directory.

Any help would be great. I have installed mods in other games before, but this is my first with ED so I'm not very familiar with all the ins and outs.

Thanks!

Edit - I managed to install an older version of ReShade, and now the mod works. Not sure I'm too interested in exploring ReShade 3.0, as the effects don't really tickle my fancy now that I can have a good look at them. But I bet my initial issues will surface again with others who are trying to install this thing.

Hello,

EDFX can use Reshade 1 or 2 only.
If you install'd EDFX, follow the steps for the game and then hit install. In the lower section (7) FX Compatibility mode you can select the Reshade Version (1 or 2). I suggest using version 2. It will then install the Reshade V2. If not pressent you need to download it from here. Put the downloaded Zip file into your <My Documents\EDFX\update> folder, EDFX will detect it automaticaly, no need to restart if it is allready running.
Use the EDFX 3.0 profiles :)

McNolan

- - - Updated - - -

ReShade 3.0 has about 90% of the effects that the older versions has. But I think the GUI is very handy and it almost outweigh the loss of additional effects.
Last night I managed to port Reinhard to ReShade 3.0! Yay! ^^

Verry nice :)

did you test it? Does it work as intended?
Did you upload it to the Reshade Shader Github allready?

McNolan
 
As it turns out, some shaders are pretty easy to port to 3.0. Color Mood and Reinhard Linear are ported if anyone's interested. :)
 
Wow, thats fantastic news. Sure, if you would share or PM me. Wish i could do such porting.

McNolan

Well like I said, some shaders are a piece of cake to port. Just copy an old, small shader and open a new existing shader to make cross references and start from there. Some shaders are ginormous and they usually have unique references or annotations to functions within that particular ReShade binary, so porting those shaders is both tedious and impossible for me. :)

I'll send some stuff when I get back from work. :)
 
McNolan... --->



I thought I'd explain how I port a simple shader to ReShade 3.0.

Take the old Reinhard Linear 1.0 shader as an example:
Code:
float4 ReinhardLinearToneMapping(float4 colorInput)
{
    float3 x = colorInput.rgb;


        const float W = ReinhardLinearWhitepoint;            // Linear White Point Value
        const float L = ReinhardLinearPoint;           // Linear point
        const float C = ReinhardLinearSlope;           // Slope of the linear section
        const float K = (1 - L * C) / C; // Scale (fixed so that the derivatives of the Reinhard and linear functions are the same at x = L)
        float3 reinhard = L * C + (1 - L * C) * (1 + K * (x - L) / ((W - L) * (W - L))) * (x - L) / (x - L + K);


        // gamma space or not?
        colorInput.rgb = (x > L) ? reinhard : C * x;
    return colorInput;
}

And now we compare it with another simple shader found in 3.0:

Code:
/**
 * Tonemap version 1.1
 * by Christian Cann Schuldt Jensen ~ CeeJay.dk
 */


uniform float Gamma <
    ui_type = "drag";
    ui_min = 0.0; ui_max = 2.0;
    ui_tooltip = "Adjust midtones. 1.000 is neutral. This setting does exactly the same as the one in Lift Gamma Gain, only with less control.";
> = 1.0;
uniform float Exposure <
    ui_type = "drag";
    ui_min = -1.0; ui_max = 1.0;
    ui_tooltip = "Adjust exposure";
> = 0.0;
uniform float Saturation <
    ui_type = "drag";
    ui_min = -1.0; ui_max = 1.0;
    ui_tooltip = "Adjust saturation";
> = 0.0;


uniform float Bleach <
    ui_type = "drag";
    ui_min = 0.0; ui_max = 1.0;
    ui_tooltip = "Brightens the shadows and fades the colors";
> = 0.0;


uniform float Defog <
    ui_type = "drag";
    ui_min = 0.0; ui_max = 1.0;
    ui_tooltip = "How much of the color tint to remove";
> = 0.0;
uniform float3 FogColor <
    ui_type = "color";
    ui_label = "Defog Color";
    ui_tooltip = "Which color tint to remove";
> = float3(0.0, 0.0, 1.0);




#include "ReShade.fxh"


float3 TonemapPass(float4 position : SV_Position, float2 texcoord : TexCoord) : SV_Target
{
    float3 color = tex2D(ReShade::BackBuffer, texcoord).rgb;
    color = saturate(color - Defog * FogColor * 2.55); // Defog
    color *= pow(2.0f, Exposure); // Exposure
    color = pow(color, Gamma); // Gamma


    const float3 coefLuma = float3(0.2126, 0.7152, 0.0722);
    float lum = dot(coefLuma, color);
    
    float L = saturate(10.0 * (lum - 0.45));
    float3 A2 = Bleach * color;


    float3 result1 = 2.0f * color * lum;
    float3 result2 = 1.0f - 2.0f * (1.0f - lum) * (1.0f - color);
    
    float3 newColor = lerp(result1, result2, L);
    float3 mixRGB = A2 * newColor;
    color += ((1.0f - A2) * mixRGB);
    
    float3 middlegray = dot(color, (1.0 / 3.0));
    float3 diffcolor = color - middlegray;
    color = (color + diffcolor * Saturation) / (1 + (diffcolor * Saturation)); // Saturation
    
    return color;
}


technique Tonemap
{
    pass
    {
        VertexShader = PostProcessVS;
        PixelShader = TonemapPass;
    }
}

The first 3 sections of code are what we use to tweak in the GUI - so called GUI annotations. They need to be in a shader if we want to tweak the shader settings in the 3.0 GUI.


So lets start by copying one GUI annotation to the new shader as we need it later...

Code:
uniform float Gamma <    ui_type = "drag";
    ui_min = 0.0; ui_max = 2.0;
    ui_tooltip = "Adjust midtones. 1.000 is neutral. This setting does exactly the same as the one in Lift Gamma Gain, only with less control.";
> = 1.0;

Now, we copy 3 lines of code...
Code:
float3 TonemapPass(float4 position : SV_Position, float2 texcoord : TexCoord) : SV_Target
{
    float3 color = tex2D(ReShade::BackBuffer, texcoord).rgb;




    return color;
}
The space in the middle is where the actual stuff happens.
So lets take the corresponding part of code in the first Reinhard shader and paste it:
Code:
float3 TonemapPass(float4 position : SV_Position, float2 texcoord : TexCoord) : SV_Target
{
    float3 color = tex2D(ReShade::BackBuffer, texcoord).rgb;



    float3 x = colorInput.rgb;


        const float W = ReinhardLinearWhitepoint;            // Linear White Point Value
        const float L = ReinhardLinearPoint;           // Linear point
        const float C = ReinhardLinearSlope;           // Slope of the linear section
        const float K = (1 - L * C) / C; // Scale (fixed so that the derivatives of the Reinhard and linear functions are the same at x = L)
        float3 reinhard = L * C + (1 - L * C) * (1 + K * (x - L) / ((W - L) * (W - L))) * (x - L) / (x - L + K);


        // gamma space or not?
        colorInput.rgb = (x > L) ? reinhard : C * x;


    return color;
}
The line float3 x = colorInput.rgb; is searching for the function colorInput but we only have a color.rgb line so delete Input and we have float3 x = color.rgb;.
Next up are the three const floats with the Reinhard lines. These functions are searching for its buddies, so lets add those here:
Code:
uniform float ReinhardLinearSlope <
    ui_type = "drag";
    ui_min = 1.0; ui_max = 5.0;
    ui_tooltip = "how steep the color curve is at linear point";
> = 1.250;
uniform float ReinhardLinearWhitepoint <
    ui_type = "drag";
    ui_min = 0.0; ui_max = 20.0;
    ui_tooltip = "...";
> = 1.250;
uniform float ReinhardLinearPoint <
    ui_type = "drag";
    ui_min = 0.0; ui_max = 2.0;
    ui_tooltip = "...";
> = 0.150;
The order of these functions doesn't matter as long as they're on top in the shader.

Last one is colorInput.rgb = (x > L) ? reinhard : C * x;, but remember that we didn't had colorInput.rgb in the shader, only color.rgb. So again, delete Input...

Be sure to rename stuff like in the technique pass and functions, like this:
Code:
float3 TonemapPass(float4 position : SV_Position, float2 texcoord : TexCoord) : SV_Target
...to...
Code:
float3 ReinhardLinearPass(float4 position : SV_Position, float2 texcoord : TexCoord) : SV_Target



And:
Code:
technique Tonemap
{
    pass
    {
        VertexShader = PostProcessVS;
        PixelShader = TonemapPass;
    }
}
...to...
Code:
technique ReinhardLinear
{
    pass
    {
        VertexShader = PostProcessVS;
        PixelShader = ReinhardLinearPass;
    }
}

We should now have a shader that should look like this:

Code:
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//LICENSE AGREEMENT AND DISTRIBUTION RULES:
//1 Copyrights of the Master Effect exclusively belongs to author - Gilcher Pascal aka Marty McFly.
//2 Master Effect (the SOFTWARE) is DonateWare application, which means you may or may not pay for this software to the author as donation.
//3 If included in ENB presets, credit the author (Gilcher Pascal aka Marty McFly).
//4 Software provided "AS IS", without warranty of any kind, use it on your own risk. 
//5 You may use and distribute software in commercial or non-commercial uses. For commercial use it is required to warn about using this software (in credits, on the box or other places). Commercial distribution of software as part of the games without author permission prohibited.
//6 Author can change license agreement for new versions of the software.
//7 All the rights, not described in this license agreement belongs to author.
//8 Using the Master Effect means that user accept the terms of use, described by this license agreement.
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//For more information about license agreement contact me:
//https://www.facebook.com/MartyMcModding
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//Copyright (c) 2009-2015 Gilcher Pascal aka Marty McFly
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//Credits :: Ubisoft
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


//Amateur port by Insomnia 

uniform float ReinhardLinearSlope <
	ui_type = "drag";
	ui_min = 1.0; ui_max = 5.0;
	ui_tooltip = "how steep the color curve is at linear point";
> = 1.250;
uniform float ReinhardLinearWhitepoint <
	ui_type = "drag";
	ui_min = 0.0; ui_max = 20.0;
	ui_tooltip = "...";
> = 1.250;
uniform float ReinhardLinearPoint <
	ui_type = "drag";
	ui_min = 0.0; ui_max = 2.0;
	ui_tooltip = "...";
> = 0.150;


#include "ReShade.fxh"

float3 ReinhardLinearPass(float4 position : SV_Position, float2 texcoord : TexCoord) : SV_Target
{
	float3 color = tex2D(ReShade::BackBuffer, texcoord).rgb;
	
	float3 x = color.rgb;


    	const float W = ReinhardLinearWhitepoint;	        // Linear White Point Value
    	const float L = ReinhardLinearPoint;           // Linear point
    	const float C = ReinhardLinearSlope;           // Slope of the linear section
    	const float K = (1 - L * C) / C; // Scale (fixed so that the derivatives of the Reinhard and linear functions are the same at x = L)
    	float3 reinhard = L * C + (1 - L * C) * (1 + K * (x - L) / ((W - L) * (W - L))) * (x - L) / (x - L + K);

    	// gamma space or not?
    	color.rgb = (x > L) ? reinhard : C * x;
	
	return color;
}


technique ReinhardLinear
{
	pass
	{
		VertexShader = PostProcessVS;
		PixelShader = ReinhardLinearPass;
	}
}
:)

Hope I explained decently lol.
Cheers!
 
Last edited:
I must be getting old or something. Of all the screenshots, there were only two where I could tell the difference - one with iceteriods and one with a planet. The iceteroids looks really nicely shaded, and in the planet one, the original planet looks a bit bland, while the SweetFX one colored it up a bit nicer. Other than that though, I must not be able to see what's different.
 
I must be getting old or something. Of all the screenshots, there were only two where I could tell the difference - one with iceteriods and one with a planet. The iceteroids looks really nicely shaded, and in the planet one, the original planet looks a bit bland, while the SweetFX one colored it up a bit nicer. Other than that though, I must not be able to see what's different.

If you fail to see differences then it's not for you. It's as simple as that. Doesn't have anything to do with age.
In my opinion, customising a game and its visual style and fidelity to suit one's personal style is just what PC gaming is about.
 
Can you use new reshade 3.0 with elite? I tried to install reshade 3.0 and copied reshade folder and .dll to the same place where old reshade files were. I just don't have reshade.fx file. Do I need it and how to make it? Or can I use old file? Everything is just like with the old reshade but I am just missing the reshade.fx file.
 
Last edited:
Can you use new reshade 3.0 with elite? I tried to install reshade 3.0 and copied reshade folder and .dll to the same place where old reshade files were. I just don't have reshade.fx file. Do I need it and how to make it? Or can I use old file? Everything is just like with the old reshade but I am just missing the reshade.fx file.

ReShade 3.0 now comes with an installer that you must use. Download 3.0.5 and start the installer, go to your folder where elitedangerous64.exe is located, click on DX10/11 and click "Yes" when it asks if you want the default shaders. :)

Edit: BTW you can't use older files because the shader structure has gone through a slight change.
 
Last edited:
ReShade 3.0 now comes with an installer that you must use. Download 3.0.5 and start the installer, go to your folder where elitedangerous64.exe is located, click on DX10/11 and click "Yes" when it asks if you want the default shaders. :)

Edit: BTW you can't use older files because the shader structure has gone through a slight change.

Thanks, got it working. Of course I had the files in the wrong place. The new gui is so helpfull that I wouldn't go back even if I don't have full effect arsenal. Effects that I use are there.

31036170655_885f93f018_k.jpg


31000327096_0945f14289_k.jpg
 
Last edited:
I installed Reshade 3.0.5 (for installation I select EliteDangerous64.exe in my steam folder \Steam\steamapps\common\Elite Dangerous\Products\elite-dangerous-64), select DirectX 10+ and then have it download and install standard effects.

When I try and start the game, it crashes and asks me to send in an error report to Frontier. Only works again by deleting the \reshade-shaders dir or uninstalling reshade.

Has anyone experienced that problem or knows how to fix it?
 
I don't get it, can someone help?
I try to upload some Pic's from my PC to post them here but everytime i upload them it tells me: Invalid File.
I use'd jpg and png, nothings work'd.
Any ideas?

Thx
 
Nice screenshoots Vermu, can you share your reshade preset ?
thanks by advance

I put some one setting to the reshade 3.0 thread. It's this same setting but toned down abit. If you wan't to have it like this, boost hdr and vibrance abit.
 
Last edited:
I don't get it, can someone help?
I try to upload some Pic's from my PC to post them here but everytime i upload them it tells me: Invalid File.
I use'd jpg and png, nothings work'd.
Any ideas?

Thx

The forums does not accept images anymore. So you have to upload them to a website, like imgur or flickr, and then link the image here.
 
Back
Top Bottom