Overview
ReShade is a generic post-processing injector for games and video software developed by crosire. Imagine your favorite game with ambient occlusion, real depth of field effects, color correction and more … ReShade exposes an automated and generic way to access both frame color and depth information (latter is automatically disabled during multiplayer to prevent exploitation) and all the tools to make it happen.
Reshade
[link]The possibilities are endless! Add advanced depth-edge-detection-driven SMAA antialiasing, screen space ambient occlusion, depth of field effects, chromatic aberration, dynamic film grain, automatic saturation and color correction, cross processing, multi-pass blurring … you name it.
ReShade supports all of Direct3D 9, Direct3D 10, Direct3D 11, Direct3D 12 and OpenGL.
A computer with Windows 7 SP1, 8.1 or 10 and the DirectX end-user runtime installed is required.
ReShade features its very own shading language and transcompiler, called ReShade FX. The syntax is based on HLSL, adding useful features designed for developing post-processing-effects: Define and use textures right from the shader code, render to them, change renderstates, retrieve color and depth data, request custom values like timers or key states, …
And that’s not it. Write your shaders just once, they’ll work everywhere, regardless of your target being Direct3D or OpenGL: ReShade takes care of compiling them to the right shader model and language.
Open Source
As of January 1st 2017, ReShade is open sourced under the terms and conditions of the BSD 3-clause license! You can help development with your own contributions via the official GitHub repository.
Ray Tracing with Reshade
[link]Installation
The mod needs Reshade to be properly installed in your game to work.
For this reason I encourage you again to take a look at Reshade comprehensive guide for newcomers for a quick guide of how to install Reshade, and the Easy Troubleshooting Guide for a full guide of general issues you can encounter while dealing with Reshade.
You can find both of these guides in the bolded line on top of this topic, before the quick explenation of what Ray Tracing is.
Supposing you achieved to install Reshade correctly, to download the mod join Marty McFly’s PG Hub discord server and locate the “Patreon” channel where you can pick the latest version of the mod.
Remember that you need to join a proper Patron’s tier to try the early access version of the mod. Check the “Frequently Asked Questions” below to find out more.
Once you downloaded the mod, open the compressed .zip file (read the “license agreement.txt”), then copy and overwrite both “Shader” and “Textures” in your game’s Reshade folder (game path > reshade-shaders) and you’re done.
Please Note: Reshade needs depth buffer access to make the mod work. More infos on “Easy Troubleshoting” guide.
Official Schedule
Adjust RT filter weights for less noise shining through
Rework temporal stuff to minimize ghosting, ideally hardened against vibrating depth buffers – I look at you GTA V and Witcher 3!
Re-add stencil
Experiment with compressing normal buffer to maybe increase performance there, RGBA8 with basically one unused color channel -> RG8 should help a bit, if compression is mip map stable
Add size scale option, requires rework of filter (again ._.)
Move to beta access, do microoptimization
Add IL saturation slider
tutorial reshade
this is only exemple,worked for all games: