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Hi!
Sounds like you're using the wrong shader. UI_detect is a shader that comes with Reshade's shader package. It's used to deactivate all effects when a certain predefined pixel configuration is found on-screen.
The effects of my shader are called 'UI_Bypass', UI_Bypass_Start' and 'UI_Bypass_Stop', as described in my instructions.
I've got no experience with KMM. Never used it, sorry.
_Bypass_Start does not seem to change anything no matter where I put it. Just to clarify: the order they have to be in is UI_Bypass then UI_Bypass_Start then UI_Bypass_Stop? (Just the general order without taking into account shaders inbetween). AO shades seem to mess with it alot and I also have the problem with fog and clouds being added to the UI. Same with AO effects on torches and such.
Yes, UI_Bypass has to be at the very top of the list, otherwise it won't work properly. All shaders that are placed between UI_Bypass_Start and UI_Bypass_Stop should not affect the UI.
It's very strange that some people are having problems with clouds/fog while for others it seems to work perfectly. I've since chatted with three people on Steam about this mod, two had no issues and the third had exactly the same problem.
Sadly, I still haven't been able to replicate the issue myself. Maybe it's caused by some graphical mod or a specific shader? Which kind of AO shaders are you using? I'm using Quint's MXAO myself without any problems.
Unfortunately I'm running into an issue that is likely due to my very limited experience with ReShade so here goes:
There seems to be some sort of large oval shaped area on the screen which separates where the added effects (DoF etc.) are applied. Effects are properly blocked from all UI elements and still apply correctly to the rest of the game...except towards the edges of the screen where this large 'oval' seems to end. Am I missing something very simple or have a created my own graphical vortex? :P
Thanks for the good work!
So the thing is, your shader works completly without UI_Bypass_Start for me. That part does not do anything. Only moving the End file changes what is applied, and what is not. I don't know why this happens. Say I move the Start under AO (also using Quints btw), the AO ist still not applied to the UI. Same with every other effect. When I move the End it actually does what I expect it to do.
Another weird thing is the fact, even if I turn off all the shaders in ReShade, the Statistics still shows UI_Bypass picking up the clouds around the vortex, smoke/fog and the little fires in cities as UI elements. It just makes no sense to me.
Another thing to note: earlier you talked about line 15 in the code. For me that only has the line without the "&&" part you mentioned earlier. I will try copy and pasting it in, to check the results.
Yeah, you're right about the UI_Bypass_Start function doing nothing. I changed the shader code shortly after posting it here to prevent some black framing around the UI which I just noticed at the time. These changes also made the Start function completely obsolete, which I haven't noticed until now. My bad, lol. Thanks for pointing it out! I'll update the file in the OP and the instructons accordingly. With these changes I also changed line 15 as tightening the alpha constraints didn't really lead to better results, which is why the line differs from the one in my comment.
I'm still baffled why some graphic elements are picked up by my shader for some people.
Do you run any graphics mods?
What GPU are you using? Maybe different GPUs / drivers use different methods to display the clouds/fog?
I'm currently using a RTX 2080ti with the newest drivers. I just tested it with the three pcs in our house. I works flawlessly for all of them. On all three Reshade Statistics shows that it's only picking up the UI, as it should. Our kids' pc is a clone of mine and uses an identical GPU, my wife's system has a GTX 1070. Sadly, I haven't been able to test it on an AMD GPU yet.
@Brokensword:
I'm glad you're finding my little 'mod' useful. :)
I'm not entirely sure what the oval shape you're describing might be. My first instinct was that it might have something to do with the game's vignette effect. I activated it in my game, but sadly I still don't have this issue on my system. You could still give it a try and deactivate the vignette effect in your game's graphics options, though. Maybe it'll do the trick for you.
I am running Unit reskin mods and a campaign map fog remover. I tried disabling that, but it made no difference sadly. I do indeed run with a RX 480 AMD card, so that might actually be something to consider. Would adding the line back into the code change anything at all?
Thanks again, I hope this shader gets some good traction :)
Once again Hambango thank you, I will update my Reshade mod soon and include a link to this thread.
You are amazing.
Oh wow, thank you so much for this! That is indeed the solution to our little riddle.
I've always got sharpening turned on and it never even crossed my mind that it could have any impact on the alpha value of some objects.
When sharpening is off, I too am having the issue of some clouds and the vignette being picked up by my shader.
I'll update the OP with this new information.
Again, thanks a lot! Looking forward to your updated Reshade mod! :)
1) Have you ever tried this type of method with any other UI heavy games? I am assuming because of the .pack its strictly a fix for TW:Warhammer 2 only but I am curious if this potential method would be possible with other games where you could modify the ui in a similar fashion.
2) There seems to be some flickering with UI elements, I assume there's no way around that right? It's mostly noticeable with the diplomacy screen.
Overall though, this is amazing. It fixes one of the biggest issues using ReShade in this game. Now I can use MXAO and Pascal Glitcher's RTGI and not have my UI all messed up.
Sincerely, you get a big thanks from me :)
Derp, never mind. I'm seeing ray tracing through the UI from the RTGI shader.