Skip to content

Commit

Permalink
[hlsl] improved README
Browse files Browse the repository at this point in the history
  • Loading branch information
MrLixm committed Oct 23, 2022
1 parent d2b1b87 commit 33a3146
Showing 1 changed file with 20 additions and 7 deletions.
27 changes: 20 additions & 7 deletions hlsl/README.md
Original file line number Diff line number Diff line change
Expand Up @@ -10,17 +10,25 @@ AgX implementation for ReShade. *(ReShade is a generic post-processing injector

# Use

AgX is a DRT (Display Rendering Transform), this means it must comes last in the chain of imagery operations. So always put it at the bottom of your effect stack so it is applied last.
AgX is a DRT (Display Rendering Transform), this means it must comes last in the chain of imagery operations. **So always put it at the bottom of your effect stack so it is applied last.**

## Input
## Options

Options here affect the image before AgX is applied. You can go wild with the values if you like so.
### Input

## Output
Options here affect the image before AgX is applied. You can go wild with the values if you like so. AgX will produce pleasing results with nice falloff even in extreme configurations. (that will still look extreme of course)

### Output

Options here affect the image after AgX is applied. This means tweaks here might produce the usual clipping / skews / posterization effect so play with the values softly.

For now the Output is "sRGB - Display" (with 2.2 power function) (and as it always has been for most game)
For now the output image is encoded as "sRGB - Display" (with 2.2 power function) (and as it always has been for most game)

## Workflow

- Once AgX enable, I recommend to always increase the `Highlight Gain` to something around 1.0. This will "compensate" for flat highlights that will be produced.
- AgX being a DRT it not meant to provide a creative look to your image (even if the look it give contribute to the creative direction of the image). Nothing prevent you to apply more creative transforms before AgX. Feel free to put some color corrections before. You can try some LUTs too but be aware that some might try to do the same job as AgX and combining them might result in unpleasing visuals. (ex: don't apply an ACES/reinhard/... and other "tonemappers" before AgX.)
- On some game, the default rendering of AgX might not look that good (as explained in Limitations). For example very colourful stylized games. In that case you can retrieve some chroma by boosting first the saturation in the `Input` section. And then in the `Output` section slightly if the result still looks "dull".

# Limitations

Expand All @@ -36,9 +44,14 @@ Also when comparing very fast the "before" and the "after"(with AgX), you might

Check the [img/](img/) directory to find comparison images in different games.

![lego brick tale comparison image AgX](./img/lego_brick_tale-AgX-default.png)
Here is a bunch of interactive before/after :

- Stray : https://imgsli.com/MTMxNDMw
- Lego Bricktales : https://imgsli.com/MTMxNDMx

![lego brick tale comparison image AgX](./img/lego_brick_tale-AgX-tweaked.png)
![lego brick tale comparison image default](./img/lego_brick_tale-default.png)

# Contributing

This was my first hlsl/reshade shaders so please feel free to open a Pull-Request if you want to improve anything on the code.
This was my first hlsl/reshade shaders so please feel free to open a Pull-Request if you want to improve anything on the code. Especially performances that I totally neglected.

0 comments on commit 33a3146

Please sign in to comment.