/** * Cartoon * by Christian Cann Schuldt Jensen ~ CeeJay.dk */ #include "ReShadeUI.fxh" uniform float Power < __UNIFORM_SLIDER_FLOAT1 ui_min = 0.1; ui_max = 10.0; ui_tooltip = "Amount of effect you want."; > = 1.5; uniform float EdgeSlope < __UNIFORM_SLIDER_FLOAT1 ui_min = 0.1; ui_max = 6.0; ui_label = "Edge Slope"; ui_tooltip = "Raise this to filter out fainter edges. You might need to increase the power to compensate. Whole numbers are faster."; > = 1.5; #include "ReShade.fxh" float3 CartoonPass(float4 position : SV_Position, float2 texcoord : TEXCOORD) : SV_Target { float3 color = tex2D(ReShade::BackBuffer, texcoord).rgb; const float3 coefLuma = float3(0.2126, 0.7152, 0.0722); float diff1 = dot(coefLuma, tex2D(ReShade::BackBuffer, texcoord + BUFFER_PIXEL_SIZE).rgb); diff1 = dot(float4(coefLuma, -1.0), float4(tex2D(ReShade::BackBuffer, texcoord - BUFFER_PIXEL_SIZE).rgb , diff1)); float diff2 = dot(coefLuma, tex2D(ReShade::BackBuffer, texcoord + BUFFER_PIXEL_SIZE * float2(1, -1)).rgb); diff2 = dot(float4(coefLuma, -1.0), float4(tex2D(ReShade::BackBuffer, texcoord + BUFFER_PIXEL_SIZE * float2(-1, 1)).rgb , diff2)); float edge = dot(float2(diff1, diff2), float2(diff1, diff2)); return saturate(pow(abs(edge), EdgeSlope) * -Power + color); } technique Cartoon { pass { VertexShader = PostProcessVS; PixelShader = CartoonPass; } }