update v1.2 19/01/2025 - tweaked hair shader shepard and npc's - tweaked vignette and tonemap shader - added reduction ambient light - re-worked all fog shaders prevent distant hills going white - removed an additional dof shader - alterd additional tonemap in upscale.hlsl - added a number of shaders tweaking glass objects, windows etc less reflection and brightness - added tweaks to skydome clouds more present. - reduced brightness in most ambient light shaders
update v1.1 03/03/2023 - added a custom shader for a slight curve can be disabled see 'further tweaking' - added a custom shader with 3dmigoto to do tonemapping and lumasharpen replaces reshade - no longer use smaa by reshade switched to internal aa of game - added overlooked shepard hair shader tweak (outdoors) - added black crush reduction in line with old mod see: https://www.nexusmods.com/masseffect2/mods/272 - added tweaks to mie / raleigh effect horizon
This seems to overbright the lights in the area resulting in a pure white with "rainbow" edges, err "white crush" I suppose. Not HDR compatible I assume? (I stumbled on this mod looking for a fix to black crush in ME 2)
EDIT: first time poking shaders, but treshmax can be above 1.0f
I don't know if you're still active here, but I tried the mod and came across an issue.
I only wanted it to fix the crushed blacks since shaders can't be directly modified in LE. As far as I understand, that's shader "97a9343e0692c7a5-ps_replace" which does that.
I installed the mod as specified and removed the other files that ended with replace.txt (so I left upscale and curve) but nothing changed. I've played for a bit and there were some .bin files created in ShaderFixes for curve and upscale, but none for that shader. Is there something I'm doing wrong, or does the shader only apply in specific scenarios?
Well it's been a while but from the shader list: ---------- DE4AC08D77B6B8D0-PS_REPLACE.TXT // reduce black crush korlus, okeer mission, only? // ---- Created with 3Dmigoto v1.3.16 on Thu Feb 23 10:29:03 2023
The shader might only be used in specific locations as the remark suggests would have to look into this time permitting.
Bye de bye upscale.hlsl (the tonemap shader) is a fullscreen shader which is always 'on' regardless of which stage or level of the game.
Given that you know a little bit about using 3dmigoto you can open upscale.hlsl (with a text editor) and alter: // test splitscreen //result = (tex.x < 0.5) ? t101.Sample(SampleType, tex) : saturate(colorinput); result = saturate(colorinput); to // test splitscreen result = (tex.x < 0.5) ? t101.Sample(SampleType, tex) : saturate(colorinput); //result = saturate(colorinput); close and save the file (launch the game) or in game use F10 to reload the shader.
The tonemap should now only be applied to the right side of the screen similar to this screen shot: https://www.nexusmods.com/masseffectlegendaryedition/mods/636/?tab=images&jump_to_comment=134366582
I recently find that enabling luma sharpening in reshade menu setting makes picture a way clear and defined than any other reshade on ME that I saw before. Would you consider to implement such thing by default in ini settings or just put such feature in the description? (For more information my monitor have 1920х1080 resolution and yes luma sharpening drastically improve visual in all 3 versions for all 3 games of this mod)
9 comments
- tweaked hair shader shepard and npc's
- tweaked vignette and tonemap shader
- added reduction ambient light
- re-worked all fog shaders prevent
distant hills going white
- removed an additional dof shader
- alterd additional tonemap in upscale.hlsl
- added a number of shaders tweaking glass
objects, windows etc less reflection and
brightness
- added tweaks to skydome clouds more present.
- reduced brightness in most ambient light shaders
update v1.1 03/03/2023
- added a custom shader for a slight curve
can be disabled see 'further tweaking'
- added a custom shader with 3dmigoto to do
tonemapping and lumasharpen replaces reshade
- no longer use smaa by reshade switched to internal aa of game
- added overlooked shepard hair shader tweak (outdoors)
- added black crush reduction in line with old mod see:
https://www.nexusmods.com/masseffect2/mods/272
- added tweaks to mie / raleigh effect horizon
(I stumbled on this mod looking for a fix to black crush in ME 2)
EDIT: first time poking shaders, but treshmax can be above 1.0f
I don't know if you're still active here, but I tried the mod and came across an issue.
I only wanted it to fix the crushed blacks since shaders can't be directly modified in LE. As far as I understand, that's shader "97a9343e0692c7a5-ps_replace" which does that.
I installed the mod as specified and removed the other files that ended with replace.txt (so I left upscale and curve) but nothing changed. I've played for a bit and there were some .bin files created in ShaderFixes for curve and upscale, but none for that shader. Is there something I'm doing wrong, or does the shader only apply in specific scenarios?
---------- DE4AC08D77B6B8D0-PS_REPLACE.TXT
// reduce black crush korlus, okeer mission, only?
// ---- Created with 3Dmigoto v1.3.16 on Thu Feb 23 10:29:03 2023
The shader might only be used in specific locations
as the remark suggests would have to look into this
time permitting.
Bye de bye upscale.hlsl (the tonemap shader) is
a fullscreen shader which is always 'on' regardless
of which stage or level of the game.
Given that you know a little bit about using 3dmigoto
you can open upscale.hlsl (with a text editor) and alter:
// test splitscreen
//result = (tex.x < 0.5) ? t101.Sample(SampleType, tex) : saturate(colorinput);
result = saturate(colorinput);
to
// test splitscreen
result = (tex.x < 0.5) ? t101.Sample(SampleType, tex) : saturate(colorinput);
//result = saturate(colorinput);
close and save the file (launch the game)
or in game use F10 to reload the shader.
The tonemap should now only be applied to the right
side of the screen similar to this screen shot:
https://www.nexusmods.com/masseffectlegendaryedition/mods/636/?tab=images&jump_to_comment=134366582
Hope this helps.
- further tweaking
If you like you can compare the modified shader, ShaderCache contains
the original shader, to alter values.
To disable specific tweaks open the shader from
the folder 'shaderfixes' with a text editor example:
0CF16426DF02750E-PS_REPLACE.TXT
Has a remark on the top line:
// reduce bloom and dof exterior, planets, citadel, etc
So if you do not want that to happen
remove the shader from the folder 'shaderfixes'
0CF16426DF02750E-PS_REPLACE.TXT
and if compiled remove:
0CF16426DF02750E-PS_REPLACE.BIN
then restart the game.
All shaders <shadernumber>ps_replace.txt have
a similar descriptive remark (see shader list).
With regard to altering this wiki might enlighten a bit:
https://github.com/bo3b/3Dmigoto/wiki
Hope this helps
Hope you accept mine back ;)