/*============================================================================= ReShade 4 effect file github.com/martymcmodding Support me: paypal.me/mcflypg patreon.com/mcflypg Depth enhanced local contrast sharpen by Marty McFly / P.Gilcher part of qUINT shader library for ReShade 4 Copyright (c) Pascal Gilcher / Marty McFly. All rights reserved. =============================================================================*/ /*============================================================================= Preprocessor settings =============================================================================*/ /*============================================================================= UI Uniforms =============================================================================*/ uniform float SHARP_STRENGTH < ui_type = "slider"; ui_label = "Sharpen Strength"; ui_min = 0.0; ui_max = 1.0; > = 0.7; uniform bool DEPTH_MASK_ENABLE < ui_label = "Use Depth Mask"; > = true; uniform bool RMS_MASK_ENABLE < ui_label = "Use Local Contrast Enhancer"; > = true; uniform int SHARPEN_MODE < ui_type = "radio"; ui_label = "Sharpen Mode"; ui_category = "Sharpen Mode"; ui_items = "Chroma\0Luma\0"; > = 1; /*============================================================================= Textures, Samplers, Globals =============================================================================*/ #define RESHADE_QUINT_COMMON_VERSION_REQUIRE 202 #define RESHADE_QUINT_EFFECT_DEPTH_REQUIRE //effect requires depth access #include "qUINT_common.fxh" /*============================================================================= Vertex Shader =============================================================================*/ struct VSOUT { float4 vpos : SV_Position; float2 uv : TEXCOORD0; }; VSOUT VS_Sharp(in uint id : SV_VertexID) { VSOUT o; o.uv.x = (id == 2) ? 2.0 : 0.0; o.uv.y = (id == 1) ? 2.0 : 0.0; o.vpos = float4(o.uv.xy * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0); return o; } /*============================================================================= Functions =============================================================================*/ float color_to_lum(float3 color) { return dot(color, float3(0.3, 0.59, 0.11)); } float3 blend_overlay(float3 a, float3 b) { float3 c = 1.0 - a; float3 d = 1.0 - b; return a < 0.5 ? (2.0 * a * b) : (1.0 - 2.0 * c * d); } float4 fetch_color_and_depth(float2 uv) { return float4( tex2D(qUINT::sBackBufferTex, uv).rgb, qUINT::linear_depth(uv)); } /*============================================================================= Pixel Shaders =============================================================================*/ void PS_Sharp(in VSOUT i, out float3 o : SV_Target0) { // A B C // D E F // G H I float4 A, B, C, D, E, F, G, H, I; float3 offsets = float3(1, 0, -1); A = fetch_color_and_depth(i.uv + offsets.zz * qUINT::PIXEL_SIZE); B = fetch_color_and_depth(i.uv + offsets.yz * qUINT::PIXEL_SIZE); C = fetch_color_and_depth(i.uv + offsets.xz * qUINT::PIXEL_SIZE); D = fetch_color_and_depth(i.uv + offsets.zy * qUINT::PIXEL_SIZE); E = fetch_color_and_depth(i.uv + offsets.yy * qUINT::PIXEL_SIZE); F = fetch_color_and_depth(i.uv + offsets.xy * qUINT::PIXEL_SIZE); G = fetch_color_and_depth(i.uv + offsets.zx * qUINT::PIXEL_SIZE); H = fetch_color_and_depth(i.uv + offsets.yx * qUINT::PIXEL_SIZE); I = fetch_color_and_depth(i.uv + offsets.xx * qUINT::PIXEL_SIZE); float4 corners = (A + C) + (G + I); float4 neighbours = (B + D) + (F + H); float4 center = E; float4 edge = corners + 2.0 * neighbours - 12.0 * center; float3 sharpen = edge.rgb; //measures root mean square as local contrast measurement //to adjust the intensity of the sharpener at edges with //high local contrast to restrict sharpen to texture detail //only while leaving object and detail outlines mostly alone. [branch] if(RMS_MASK_ENABLE) { float3 mean = (corners.rgb + neighbours.rgb + center.rgb) / 9.0; float3 RMS = (mean - A.rgb) * (mean - A.rgb); RMS += (mean - B.rgb) * (mean - B.rgb); RMS += (mean - C.rgb) * (mean - C.rgb); RMS += (mean - D.rgb) * (mean - D.rgb); RMS += (mean - E.rgb) * (mean - E.rgb); RMS += (mean - F.rgb) * (mean - F.rgb); RMS += (mean - G.rgb) * (mean - G.rgb); RMS += (mean - H.rgb) * (mean - H.rgb); RMS += (mean - I.rgb) * (mean - I.rgb); //sharpen /= RMS * 16.0 + 0.025 * 16.0; //wrapped the div / 9 in here sharpen *= rsqrt(RMS + 0.001) * 0.1; } //Remove sharpen completely from depth edges, as these never look good //with any kind of sharpening and always create exaggerated halos that //ruin any strong sharpening which would otherwise enhance textures sharpen *= DEPTH_MASK_ENABLE ? saturate(1.0 - abs(edge.w) * 4000.0) : 1; //grayscale sharpen mask, helps if some color artifacts arise, red-blue //is mostly prone to create weirdly colored spots. if(SHARPEN_MODE == 1) sharpen = color_to_lum(sharpen); sharpen = -sharpen * SHARP_STRENGTH * 0.1; //smooth falloff, cheaper than pow() with little error sharpen = sign(sharpen) * log(abs(sharpen) * 10.0 + 1.0)*0.3; o = blend_overlay(center.rgb, (0.5 + sharpen)); } /*============================================================================= Techniques =============================================================================*/ technique DELC_Sharpen < ui_tooltip = " >> qUINT::DELCS <<\n\n" "DELCS is an advanced sharpen filter made to enhance texture detail.\n" "It offers a local contrast detection method and allows to suppress\n" "oversharpening on depth edges to combat common sharpen artifacts.\n" "get access to more functionality.\n" "\nDELCS is best positioned after most shaders but before film grain or such.\n" "\DELCS is written by Marty McFly / Pascal Gilcher"; > { pass { VertexShader = VS_Sharp; PixelShader = PS_Sharp; } }