A more solid guideline for (1) in such cases would be “find the last point in the frame dump where no HUD elements are visible”, but a bit of experimentation might be required even so. This can happen in many games if a framebuffer used in a previous frame is not cleared. One complication you might notice is that the HUD is already displayed in “dump111”.
Find the point in the image dump where the first HUD elements appear.It is then usually a rather straightforward task to find a suitable hash code by following these steps: This way, only the actual game content-rendered before the UI-will be affected by our processing. What this means is that we can find, for example, the shader used when drawing the first UI element-say a health bar-and instruct GeDoSaTo to perform its processing at the point where the game first uses this specific shader. Optionally, the processing can also be delayed until after the following draw call by setting injectDelayAfterDraw. The injectPSHash parameter then specifies that the processing should take place when a pixel shader with the given identifier is used. GeDoSaTo assigns a unique identifier (its Hash) to each shader. During rendering, the game configures the GPU to use various pixel shaders (indicated by green lines), and draws geometry with them (red lines). Conversely, the lower row shows what happens in a targeted scenario with GeDoSaTo. Only once a complete frame is rendered does the injection happen, so obviously it applies to both the main rendered 3D scene and any existing HUD elements. SweetFX-and GeDoSaTo without special configuration-is illustrated. If you toggle smaa from 0 to 1, you get Reshade errors and doesn't work.Ĭ:\Program Files (x86)\Steam\steamapps\common\Wizardry8\SweetFX/Shaders/SMAA.hlsl(700, 12): error X3000: syntax error, unexpected floating point literal, expecting identifier or symbol nameĬ:\Program Files (x86)\Steam\steamapps\common\Wizardry8\SweetFX/Shaders/SMAA.hlsl(700, 12): error X3025: l-value specifies const objectĬ:\Program Files (x86)\Steam\steamapps\common\Wizardry8\SweetFX/Shaders/SMAA.hlsl(759, 12): error X3000: syntax error, unexpected floating point literal, expecting identifier or symbol nameĬ:\Program Files (x86)\Steam\steamapps\common\Wizardry8\SweetFX/Shaders/SMAA.hlsl(759, 12): error X3025: l-value specifies const objectĬ:\Program Files (x86)\Steam\steamapps\common\Wizardry8\SweetFX/Shaders/SMAA.hlsl(1001, 12): error X3000: syntax error, unexpected floating point literal, expecting identifier or symbol nameĬ:\Program Files (x86)\Steam\steamapps\common\Wizardry8\SweetFX/Shaders/SMAA.hlsl(1001, 12): error X3025: l-value specifies const objectĬ:\Program Files (x86)\Steam\steamapps\common\Wizardry8\SweetFX/Shaders/SMAA.hlsl(1005, 5): error X3025: l-value specifies const objectĬ:\Program Files (x86)\Steam\steamapps\common\Wizardry8\SweetFX/Shaders/SMAA.In the upper row, the usual injection process employed by e.g.
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