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#21
Mods / Re: ReShade
Last post by RingsOfReznor - February 11, 2026, 03:13:18 PM
That is working correct now. Just switch to the latest preset code I sent as it's more appropriate for the bright environment in that stage. In fact it looks good in dark stages too.
#22
Mods / Re: ReShade
Last post by MarvelHero - February 11, 2026, 02:53:31 PM
It's frustrating for me. My phone can't download the fx. It ends up as html.

Edit: I haven't downloaded the missing fx yet.

Here is what it looks like with reversed depth input 0. The sky looks like it's filled with a black smog.



#23
Mods / Re: ReShade
Last post by RingsOfReznor - February 11, 2026, 02:43:42 PM
You have not edited the pre-processor definition. You need to do this per the steps outlined. The depth buffer is still reversed.

Here are some other shader libraries you're missing:
PD80's stuff
Marty McFly's stuff

Also go to the game options and turn off shadows
#24
Mods / Re: ReShade
Last post by MarvelHero - February 11, 2026, 02:30:39 PM
There is still an error. I don't know what to do anymore.

I might settle for comic celshader for now.





(Comic Shader)






#25
Mods / Re: ReShade
Last post by RingsOfReznor - February 11, 2026, 01:46:10 PM
Oh, it looks like you don't have any of the standard suite of shaders installed. That would be your problem.

You can acquire those here at crosire's GitHub

Once this is in the right place those errors should disappear.

Then you should add RESHADE_DEPTH_INPUT_IS_REVERSED=0 through the 'edit global preprocessor definitions' button' which you can see in your screenshot. After that please check that 'Generic Depth' is checked in the Add-Ons tab.

Finally, turn off the effects I provided and just activate DisplayDepth, and post the results here.

Here's a preset that looks better at day - turn off the ADOF if it's distracting, I just liked the effect in a still shot

Techniques=prod80_04_ColorIsolation@PD80_04_Color_Isolation.fx,DH_UBER_MOTION_020@dh_uber_motion.fx,DH_UBER_RT@dh_uber_rt.fx,prod80_03_FilmicTonemap@PD80_03_Filmic_Adaptation.fx,ADOF@qUINT_dof.fx
TechniqueSorting=prod80_04_ColorIsolation@PD80_04_Color_Isolation.fx,prod80_04_ColorBalance@PD80_04_Color_Balance.fx,DH_UBER_MOTION_020@dh_uber_motion.fx,DH_UBER_RT@dh_uber_rt.fx,prod80_03_FilmicTonemap@PD80_03_Filmic_Adaptation.fx,ADOF@qUINT_dof.fx,Bloom@qUINT_bloom.fx,Blooming_HDR@BloomingHDR.fx,Clarity@Clarity.fx,Daltonize@Daltonize.fx,Deband@Deband.fx,Debanding@qUINT_deband.fx,DELC_Sharpen@qUINT_sharp.fx,DHUniformityCorrection@dh_uniformity_correction.fx,DH_AhOh@dh_ahoh.fx,DH_Ambient_Remove@dh_ambient_remove.fx,DH_Anime_13@dh_anime.fx,DH_Canvas@dh_canvas.fx,DH_Lain11@dh_Lain.fx,DH_Pastel_Bug@dh_pastel_bug.fx,DH_Sync@dh_sync.fx,DH_UBER_MASK_BEFORE@dh_uber_mask.fx,DH_UBER_MASK_AFTER@dh_uber_mask.fx,DH_UI_TextDetect_before@DH_UI_TextDetect.fx,DH_UI_TextDetect_after@DH_UI_TextDetect.fx,DH_undither@dh_undither.fx,Directionally_Localized_Anti_Aliasing@DLAA_Plus.fx,DisplayDepth@DisplayDepth.fx,FGFXLSPOIrr@FGFXLargeScalePerceptualObscuranceIrradiance.fx,Flair@Flair.fx,SSDO_Plus@GloomAO.fx,Lightroom@qUINT_lightroom.fx,LUT@LUT.fx,Monocular_Cues@Depth_Cues.fx,MXAO@qUINT_mxao.fx,NFAA@NFAA.fx,prod80_01A_RT_Correct_Contrast@PD80_01A_RT_Correct_Contrast.fx,prod80_01B_RT_Correct_Color@PD80_01B_RT_Correct_Color.fx,prod80_01_Color_Gamut@PD80_01_Color_Gamut.fx,prod80_02_Bloom@PD80_02_Bloom.fx,prod80_02_Bonus_LUT_pack@PD80_02_Bonus_LUT_pack.fx,prod80_02_Cinetools_LUT@PD80_02_Cinetools_LUT.fx,prod80_02_LUT_Creator@PD80_02_LUT_Creator.fx,prod80_03_Color_Space_Curves@PD80_03_Color_Space_Curves.fx,prod80_03_CurvedLevels@PD80_03_Curved_Levels.fx,prod80_03_Levels@PD80_03_Levels.fx,prod80_03_Shadows_Midtones_Highlights@PD80_03_Shadows_Midtones_Highlights.fx,prod80_04_Black_and_White@PD80_04_BlacknWhite.fx,prod80_04_ColorGradient@PD80_04_Color_Gradients.fx,prod80_04_ColorTemperature@PD80_04_Color_Temperature.fx,prod80_04_ContrastBrightnessSaturation@PD80_04_Contrast_Brightness_Saturation.fx,prod80_04_Magical_Rectangle@PD80_04_Magical_Rectangle.fx,prod80_04_Saturation_Limiter@PD80_04_Saturation_Limit.fx,prod80_04_SelectiveColor@PD80_04_Selective_Color.fx,prod80_04_SelectiveColor_v2@PD80_04_Selective_Color_v2.fx,prod80_04_Technicolor@PD80_04_Technicolor.fx,prod80_05_LumaSharpen@PD80_05_Sharpening.fx,prod80_06_ChromaticAberration@PD80_06_Chromatic_Aberration.fx,prod80_06_Depth_Slicer@PD80_06_Depth_Slicer.fx,prod80_06_FilmGrain@PD80_06_Film_Grain.fx,prod80_06_LumaFade_Start@PD80_06_Luma_Fade.fx,prod80_06_LumaFade_End@PD80_06_Luma_Fade.fx,prod80_06_Posterize_Pixelate@PD80_06_Posterize_Pixelate.fx,PCGI_One@RadiantGI.fx,SMAA@SMAA.fx,Smart_Sharp@Smart_Sharp.fx,SSR@qUINT_ssr.fx,TAA@Temporal_AA.fx,Trails@Trails.fx,UIMask_Top@UIMask.fx,UIMask_Bottom@UIMask.fx

[dh_uber_motion.fx]
bUnjitterDepth=1
iMotionRadius=2

[dh_uber_rt.fx]
bBaseAlternative=1
bDepthMulti5=1
bRemoveAmbient=1
bRreinhardFinalMerging=0
bSkyAt0=0
bSmoothNormals=1
bSSR=0
fAOBoostFromGI=0.500000
fAODarkProtect=0.150000
fAOLightProtect=0.700000
fAOMultiplier=0.900000
fAOPow=1.000000
fAoProtectGi=0.240000
fBaseColor=1.000000
fDistanceFading=0.900000
fGIAvoidThin=0.100000
fGIBounce=0.340000
fGIDarkAmplify=0.000000
fGIDarkMerging=0.500000
fGIDistanceAttenuation=0.400000
fGIFinalMerging=1.000000
fGIHueBiais=0.500000
fGILightMerging=0.200000
fGIOverbrightToWhite=0.200000
fGIRayColorMinBrightness=0.000000
fGIRenderScale=0.500000
fHudBorderProtectionStrength=0.000000
fNormalRoughness=0.000000
fRemoveAmbientAutoAntiFlicker=0.500000
fRreinhardStrength=0.500000
fSaturationBoost=0.100000
fSkyColor=0.000000
fSkyDepth=1.000000
fSourceAmbientIntensity=0.750000
fSSRCorrectionStrength=0.000000
fSSRMerging=0.500000
fSSRMergingOrientation=0.500000
fSSRMergingRoughness=0.500000
fSSRRenderScale=0.500000
fWeaponDepth=0.001000
iAODistance=500
iAOFrameAccu=10
iBlackLevel=10
iDebug=0
iDebugPass=3
iGIFrameAccu=32
iGIRayColorMode=2
iHudBorderProtectionRadius=1
iRoughnessRadius=3
iRTPrecision=2
iSmoothRadius=8
iSmoothSamples=12
iSSRCorrectionMode=1
iSSRFrameAccu=12
iWhiteLevel=230

[PD80_03_Filmic_Adaptation.fx]
adj_linear=1.000000
adj_shoulder=1.000000
adj_toe=1.000000

[PD80_04_Color_Balance.fx]
h_BlueShift=-1.000000
h_GreenShift=-1.000000
h_RedShift=-1.000000
m_BlueShift=-1.000000
m_GreenShift=-1.000000
m_RedShift=-1.000000
preserve_luma=1
separation_mode=0
s_BlueShift=-1.000000
s_GreenShift=0.093000
s_RedShift=0.000000

[PD80_04_Color_Isolation.fx]
fxcolorMix=1.000000
hueMid=0.369000
hueRange=0.710000
satLimit=1.000000

[qUINT_dof.fx]
bADOF_AutofocusEnable=1
fADOF_AutofocusCenter=0.500000,0.500000
fADOF_AutofocusRadius=0.600000
fADOF_AutofocusSpeed=0.100000
fADOF_BokehIntensity=0.300000
fADOF_FarBlurCurve=1.500000
fADOF_HyperFocus=0.100000
fADOF_ManualfocusDepth=0.001000
fADOF_NearBlurCurve=6.000000
fADOF_RenderResolutionMult=0.500000
fADOF_ShapeAnamorphRatio=1.000000
fADOF_ShapeChromaAmount=-0.100000
fADOF_ShapeCurvatureAmount=1.000000
fADOF_ShapeRadius=20.500000
fADOF_ShapeRotation=0.000000
fADOF_SmootheningAmount=4.000000
iADOF_BokehMode=2
iADOF_ShapeChromaMode=2
iADOF_ShapeQuality=5
iADOF_ShapeVertices=6
#26
Mods / Re: ReShade
Last post by MarvelHero - February 11, 2026, 01:13:33 PM
I don't know how to activate it.
#27
Mods / Re: ReShade
Last post by RingsOfReznor - February 11, 2026, 01:05:00 PM
Something's up as most of the effects have failed to compile. Not sure why that's the case, sorry.

Regardless, that image shows none of the shadow effects, just a change in the black & white levels per my preset settings in UberRT. To diagnose the lack of depth effects please activate the DisplayDepth shader, then report back with a screenshot.
#28
Mods / Re: ReShade
Last post by MarvelHero - February 11, 2026, 12:18:25 PM
Here it is.







This is the latest ReShade 6.7.1 version.

The shadows work. But it's flickering on and off whenever I changed camera views.
#29
Mods / Re: ReShade
Last post by MarvelHero - February 11, 2026, 10:18:20 AM
I will try it again. I will report later.
#30
Mods / Re: ReShade
Last post by RingsOfReznor - February 11, 2026, 09:30:02 AM
I've come to appreciate that computers aren't magical! If there's no error then it's not missing the shader, nor dependencies, nor failing to compile.

My guess is the depth buffer is missing, as this would cause the shader to have no information on where to apply its effects. The shadowing you're seeing would be due to uber motion working as intended.

Post a screen of DisplayDepth so we can confirm