Collection of bookmarked posts related to shader hacking

In light of the fact that I'm no longer able to dedicate any significant amount of time to working on fixes (and, unfortunately, I'm not the only recent 'retiree'), and that we seem to have several new eager and capable individuals looking to learn the tricks of the trade of shaderhacking, I want to be able to provide whatever support I could for the transition to this generation.

There's no denying the fact that in order to learn the fundamentals of shader hacking that there's a LOT to read, learn, and understand. I, nor anyone else can change that, but what I can do is help provide a listing of many useful posts that I had uncovered while I had lots of time on my hands. I spent hours scouring the two largest threads on the Geforce 3DVision forum  for this information, and now I'll share it all so that you don't have to!

Mind you, this is all supplementary reading for AFTER you've completed and understood the basics that are laid out and taught through bo3b's School for Shaderhacking. Even though it teaches the use of Helixmod on DX9 titles, and most newly release games are DX11 and require the use of 3DMigoto, which uses an entirely different programming language (HLSL, which is essentially the same as C++ in many regards), those lessons will provide the foundation on which all of this other information builds upon.

I've grouped and categorized the bookmarks to help with organization and navigation. But first I'll start with the holy grail; the one single post that probably taught me more than all the rest combined! (well, again, this was after learning and understanding the basics. Won't make any sense until then):

Fixing shadows, various transformation stages, and fixes for each

... and now on to the rest.

3DMigoto Specific


3DMigoto Releases & New Features Explained
3DM Release v1.1.34 - Texture and RenderTarget size filtering
3DM Release v1.2.4: Arbitrary resource copying features
3DM Release v1.2.22: Custom shader injecting
3DM Release v1.2.24: Hooking functionality
3DM Release v1.2.28: Custom resource creation/import, copy_description
3DM Release: v1.2.30: cmd_Decompiler and OM Blend override
3DM Release: v1.2.31: Better custom shader functionality with examples

Frame Analysis
Using frame analysis explained

Texture Filtering
Texture filtering preamble
Texture filtering Q&A's (see posts to follow as well)
More Texture filtering Q&A
Finding texture hashes
Texture tracking and explaining some functionality
Texture replacement example
My own explanation on finding texture hashes

Partner Shaders
Partner shader filtering and some Q&A's about texture filtering
More partner shader matching and Iteration function

HUD Fixes
More on FarCry 4 HUD using texture replacement/filtering
HUD fixing using render target size filtering or partner shaders
HUD fix Q&As
Advanced fix: DSS FC4 filtering HUD icons by texture color for custom separation. Dumping index/vertex buffers

Arbitrary Resource Copying
Resource copying - very indepth
Q&A on resource copying, lots of specifics

3D Crosshair / Auto-depth Custom Shader
Auto-depth/3D crosshair instructions
Auto-crosshair and texture filtering Q's
Auto-crosshair and texture filtering A's

Miscellaneous
Active depth target filtering for UI elements
Indepth using render target copying, texture injection, using Present to clear resources
Using Vertex buffer copying explained
Unity fullscreen alt-tab functionality
Some vertex fixing Q&A
No matching PS for VS in shaderusage.txt
Nvidia profile editing
ASM if conditions
Display constant buffer values via custom shader
Inverse-cs



HelixMod Specific


HelixMod Feature List
Texture filtering
LUA script for UE3   
Partner shader overrides
Modify render targets/surfaces
Creating mono/stereo surfaces. Using grep to getin matches from log.txt







General / Theory / Formulas



Z-buffering - Wikipedia
Fixing halos explained-bo3b
Theory:Objects to infinity, far clipping, W coordinate by DSS
PostProcessing effect adjustments
Fixing fixed effects being clipped via the VS
Theory: DSS fixes Batman CS shader lights
Tips for finding right shadow shaders
ASM: Calculating byte offsets of buffers
Explaining Homogeneous Coordinates; Projective Geometry — Tom Dalling
Introduction to Shaders - RB Whitaker's Wiki
VIDEO Tutorial 3D Vision Shadow Fix Tips & Tricks - Demonicon - YouTube
ASM inverse matrix formula
3d-fix/inverseMatrix.asm at master · mx-2/3d-fix · GitHub
3D HBAO+ Normal Map Artefact Fix - GeForce Forums
More shadows fixing theory
Projection Transform (Direct3D 9) (Windows)
Near and far clipping values from projection matrix
World space fix via frustum corners method
Stereo correction without projection matrix answers
UI Depth adjustment w/ texture isolating
ASM-cmp operator
Nvidia profiles codes
Canonical Stereo Code - Bo3b's School for Shaderhackers
Fixing shadows by Mike_ar69
DirectXTutorial.com
Unity fixes (Halos, specular, lighting) explained by DSS
Fixing GodRays using screen postprocessing-DSS
Moon depth adjustment
ASM-Ways to disable a shader
UE3 shadows fixing pattern
DSS Shadertool.py instructions
More shadertool.py instructions
Depth buffer filtering for driver heuristics issue
Diff Checker - Online diff tool to compare text to find the difference between two text files
Lots of background info to study


Fix examples



Reflections fix
FCPrimal: Fix tile lighting clipping · DarkStarSword/3d-fixes@135aeed · GitHub
FCPrimal: Fix Ambient Occlusion · DarkStarSword/3d-fixes@00be9c1 · GitHub
Far Cry Primal: Fix reflections via stereo2mono technique · DarkStarSword/3d-fixes@594d528 · GitHub
Far Cry Primal: Fix Lens Flares · DarkStarSword/3d-fixes@0f09870 · GitHub
FCPrimal: Fix shadow volumes / light shafts (includes debugging shader) · DarkStarSword/3d-fixes@f72ca4c · GitHub
FCPrimal: Move bloom to infinity · DarkStarSword/3d-fixes@6b66f3a · GitHub
FCPrimal: Apply scripted volumetric fog fix · DarkStarSword/3d-fixes@53458ac · GitHub
Lichdom: Fix light shafts · DarkStarSword/3d-fixes@76af7b9 · GitHub
Lichdom: Accurate fix for CryEngine directional shadows!!! · DarkStarSword/3d-fixes@0680548 · GitHub
Lichdom: Fix specular highlights from moonlight on ground in tutorial · DarkStarSword/3d-fixes@fd10e5a · GitHub
Lichdom: Use render target filtering to avoid adjusting UI elements i… · DarkStarSword/3d-fixes@6ebe6e7 · GitHub
Lichdom: Fix reflections on 'very high' quality water · DarkStarSword/3d-fixes@4d3881b · GitHub
Mad Max: Fix environment reflections + specular highlights · DarkStarSword/3d-fixes@5e29434 · GitHub
Mad Max: Fix bloom/lens flare opacity being calculated from wrong spo… · DarkStarSword/3d-fixes@a0f71fc · GitHub
The Park: Fix UE4 ReflectionEnvironmentComputeShaders.ucf shader · DarkStarSword/3d-fixes@9d526e0 · GitHub
The Park: Move sun reflection to infinity · DarkStarSword/3d-fixes@5d74514 · GitHub
The Park: Fix light shafts · DarkStarSword/3d-fixes@62c0ec7 · GitHub
The Park: Fix UE4 tile lighting · DarkStarSword/3d-fixes@8ecb3ce · GitHub
The Park: Move screen space reflections to surface depth · DarkStarSword/3d-fixes@8b1bed8 · GitHub
The Witness: Adjust UI depth for puzzles · DarkStarSword/3d-fixes@0a29067 · GitHub
The Witness: Auto adjust the mouse cursor depth · DarkStarSword/3d-fixes@2b07c19 · GitHub
The Witness: Disable UI adjustment when no depth buffer is in use · DarkStarSword/3d-fixes@13867a8 · GitHub
The Witness: Substantial improvements to auto cursor for some puzzles · DarkStarSword/3d-fixes@e5f07f4 · GitHub
Eleusis: Fix river water refraction at shoreline · DarkStarSword/3d-fixes@7e65c89 · GitHub
ABZU: Move specular highlights to correct depth · Also world space adjustment example
ABZU: Fix deferred lighting - Easy world space adj example
           

And lastly, I provided a lengthy explanation in response to a PM I received from an inquiring soul regarding fixing HUDs, that goes over some basics in some easy to understand language. Since I can't provide a bookmark to the PMs, I'll copy and past the discussion here:

PM Received:
If you have time could you do me a favour and take a quick look at the shader below, and if you can point me in the right direction for some example code to stereoize it. It is just the HUD shader which id like to push into depth a little bit. I always learn best by comparing examples, so it would be a great help if you could spend a couple of minutes, I'd really appreciate it.                                                                                                   


  1. // ---- Created with 3Dmigoto v1.2.49 on Sat Dec 03 21:48:30 2016

  2. cbuffer cb0 : register(b0)

  3. {

  4. float4 cb0[4];

  5. }









  6. // 3Dmigoto declarations

  7. #define cmp -

  8. Texture1D IniParams : register(t120);

  9. Texture2D StereoParams : register(t125);





  10. void main(

  11. float2 v0 : POSITION0,

  12. float2 v1 : TEXCOORD0,

  13. float4 v2 : COLOR0,

  14. float2 v3 : TEXCOORD1,

  15. out float4 o0 : SV_POSITION0,

  16. out float2 o1 : TEXCOORD0,

  17. out float2 p1 : TEXCOORD1,

  18. out float4 o2 : COLOR0)

  19. {

  20. float4 r0;

  21. uint4 bitmask, uiDest;

  22. float4 fDest;



  23. r0.xyzw = cb0[1].xyzw * v0.yyyy;

  24. r0.xyzw = v0.xxxx * cb0[0].xyzw + r0.xyzw;

  25. o0.xyzw = cb0[3].xyzw + r0.xyzw;

  26. o1.xy = v1.xy;

  27. p1.xy = v3.xy;

  28. o2.xyzw = v2.xyzw;

  29. return;

  30. }



  31. /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  32. //

  33. // Generated by Microsoft (R) D3D Shader Disassembler

  34. //

  35. // using 3Dmigoto v1.2.49 on Sat Dec 03 21:48:30 2016

  36. //

  37. //

  38. // Input signature:

  39. //

  40. // Name Index Mask Register SysValue Format Used

  41. // -------------------- ----- ------ -------- -------- ------- ------

  42. // POSITION 0 xy 0 NONE float xy

  43. // TEXCOORD 0 xy 1 NONE float xy

  44. // COLOR 0 xyzw 2 NONE float xyzw

  45. // TEXCOORD 1 xy 3 NONE float xy

  46. //

  47. //

  48. // Output signature:

  49. //

  50. // Name Index Mask Register SysValue Format Used

  51. // -------------------- ----- ------ -------- -------- ------- ------

  52. // SV_POSITION 0 xyzw 0 POS float xyzw

  53. // TEXCOORD 0 xy 1 NONE float xy

  54. // TEXCOORD 1 zw 1 NONE float zw

  55. // COLOR 0 xyzw 2 NONE float xyzw

  56. //

  57. vs_5_0

  58. dcl_globalFlags refactoringAllowed

  59. dcl_constantbuffer cb0[4], immediateIndexed

  60. dcl_input v0.xy

  61. dcl_input v1.xy

  62. dcl_input v2.xyzw

  63. dcl_input v3.xy

  64. dcl_output_siv o0.xyzw, position

  65. dcl_output o1.xy

  66. dcl_output o1.zw

  67. dcl_output o2.xyzw

  68. dcl_temps 1

  69. mul r0.xyzw, v0.yyyy, cb0[1].xyzw

  70. mad r0.xyzw, v0.xxxx, cb0[0].xyzw, r0.xyzw

  71. add o0.xyzw, r0.xyzw, cb0[3].xyzw

  72. mov o1.xy, v1.xyxx

  73. mov o1.zw, v3.xxxy

  74. mov o2.xyzw, v2.xyzw

  75. ret

  76. // Approximately 0 instruction slots used



  77. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/










... and my response:


So, first off, let's cover one of the basic things, which is the input/output declarations that comes right after the "void main(" line

float2 v0 : POSITION0,
float2 v1 : TEXCOORD0,
float4 v2 : COLOR0,
float2 v3 : TEXCOORD1,
out float4 o0 : SV_POSITION0,
out float2 o1 : TEXCOORD0,
out float2 p1 : TEXCOORD1,
out float4 o2 : COLOR0

In pretty much all PS and VS shaders, inputs begin with the letter 'v' and outputs begin with the letter 'o' (or, as in this case, sometimes 'p' as well, but I've really never come across a case where I've had to modify those ones). Inputs are usually coordinates or data that has been passed into this shader for it's use to calculate something, and outputs are what that shader has calculated and are passing out to the next stage in the rendering pipeline.

Often, there will be more than one type of input and/or output, and they have different properties of what kind of data they hold. This shader uses most of the common types: SV_POSITION0 contains the position of the vertex on the screen, TEXCOORD# will contain data on the texture(s) that is being mapped/layered into the vertex, and COLOR#, as you've probably guessed, contains some colour data (although that we usually don't need to bother with, since we're really only ever concerned with correcting the positioning of things for stereo purposes).

In this case, it's a vertex shader, so this shader is responsible for calculating where all of vertexes related to this particular shader will appear on the screen. If this was for an actual 3D model of some sort, the inputs would be carrying data related to where the object exists in the game world, and the vertex shader would be converting that into which pixels on the screen they will appear on. In this case, though, it's a HUD shader so it's a bit more simplified, so the inputs are probably just static values, which is why there is not a lot of calculations going on, and you see a lot of "output = input" stuff happening.

Generally speaking, when we want to stereoize something that is not in stereo at all, we will want to add some amount of separation value to the position of the vertex (which, if we've been paying attention, in this shader is o0 because it was declared as SV_POSITION). 

If the HUD items are completely 2D, then they have 0 depth (or 0 separation) and are considered at the front of the screen. Think of "1 separation" representing the entire range of depth all the way to "infinity", or otherwise the back of the screen. So if we added the full value of separation to the output, it would shift from being at the very front of the screen to the very back of the screen now. That usually would not be ideal, so instead we might add only 0.5 separation (half), which would effectively put the HUD items at 50% depth, or halfway into the screen, or maybe just 0.25 at 25%, or 0.10 for 10%, etc. (or even better, we might set up a button that will change the values on the fly, but that's a little more advanced and we'll get to that later).

So now that I've covered all the theory, here's how you actually DO it. Thankfully, since this is a DX11 game, it's a lot easier since HLSL code is a lot easier to work with than ASM code.

On line 32, we see the output position gets it's value's calculated: o0.xyzw = cb0[3].xyzw + r0.xyzw;
Since we simply want to add some separation to it (we're not actually "fixing" something that's broken), that's all perfectly fine. At any point after line 32, but before line 36 (the "return;" function, which is essentially the equivalent of "the end" in code) we need to add our separation.

Now, another quick thing to note is that o0 has 4 different values:
x - the coordinate along the horizontal left/right axis
y - the coordinate along the vertical up/down axis
z - the coordinate along the depth in/out of the screen axis
w - kinda the same thing as z, but during certain calculations

Now, we might think that we would want to be adjusting the z or w axis in order to push things further back, but that's not correct. We are almost always adjusting the x coordinate instead (because separation is a left/right thing). So, in this case, we want to add some separation to the o0.x coordinate.

Now, before we can add separation, we first need to create a variable (aka a container) that will contain the value of separation. Fortunately, 3DMigoto automatically provides us with a value for separation (and even convergence too, but that's not necessary for this operation), we simply need to 'declare' that we are going to use it. To declare a variable, at any point inside the main operation (between lines 25 and 36), we need to add the following line of code:

float4 stereo = StereoParams.Load(0);

"stereo" now holds 4 different pieces of data, although you will probably only ever be concerned with 2 of them:

stereo.x - contains separation
stereo.y - contains convergence

Some people, like bo3b, encourage taking an additional step for the sake of clarity, which would be adding the next 2 lines of code:

float separation = stereo.x;
float convergence = stereo.y;

So now you actually have 2 variables named "separation" and "convergence" instead of having to use "stereo.x" and "stereo.y" which might be confusing for you. I, personally, don't bother with this extra step, so if you ever review the code I use in my fixes, you'll see I simply use "stereo.x" for separation. I'll provide you with both examples in just a moment.

Ok, so now we've declared our variable for separation, we are now able to add that to the output. So, again, any time after line 32, but before line 36, we will do this. For the sake of simplicity we will be adding 0.5 separation to push it 50% into the screen, which should be a noticeable enough shift to visibly see, without being too far in that it will probably be too far. We do this with the following line of code:

o0.x = o0.x + separation * 0.5;

or 

o0.x = o0.x + stereo.x * 0.5;


In actuality, though, this can be simplified a little bit to be:

o0.x += separation * 0.5;

or 

o0.x += stereo.x * 0.5;

Because the += operator means to add whatever this value is to the existing value. There are equivalent operators -= *= and even /=.


So, finally, lets round this all up. Here are 2 perfectly equivalent ways of doing this:

Easy to understand way:


  1. // ---- Created with 3Dmigoto v1.2.49 on Sat Dec 03 21:48:30 2016

  2. cbuffer cb0 : register(b0)

  3. {

  4. float4 cb0[4];

  5. }









  6. // 3Dmigoto declarations

  7. #define cmp -

  8. Texture1D IniParams : register(t120);

  9. Texture2D StereoParams : register(t125);





  10. void main(

  11. float2 v0 : POSITION0,

  12. float2 v1 : TEXCOORD0,

  13. float4 v2 : COLOR0,

  14. float2 v3 : TEXCOORD1,

  15. out float4 o0 : SV_POSITION0,

  16. out float2 o1 : TEXCOORD0,

  17. out float2 p1 : TEXCOORD1,

  18. out float4 o2 : COLOR0)

  19. {

  20. float4 r0;

  21. uint4 bitmask, uiDest;

  22. float4 fDest;



  23. r0.xyzw = cb0[1].xyzw * v0.yyyy;

  24. r0.xyzw = v0.xxxx * cb0[0].xyzw + r0.xyzw;

  25. o0.xyzw = cb0[3].xyzw + r0.xyzw;

  26. o1.xy = v1.xy;

  27. p1.xy = v3.xy;

  28. o2.xyzw = v2.xyzw;



  29. float4 stereo = StereoParams.Load(0);

  30. float separation = stereo.x;

  31. float convergence = stereo.y;



  32. o0.x = o0.x + separation * 0.5;



  33. return;

  34. }



  35. /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  36. //

  37. // Generated by Microsoft (R) D3D Shader Disassembler

  38. //

  39. // using 3Dmigoto v1.2.49 on Sat Dec 03 21:48:30 2016

  40. //

  41. //

  42. // Input signature:

  43. //

  44. // Name Index Mask Register SysValue Format Used

  45. // -------------------- ----- ------ -------- -------- ------- ------

  46. // POSITION 0 xy 0 NONE float xy

  47. // TEXCOORD 0 xy 1 NONE float xy

  48. // COLOR 0 xyzw 2 NONE float xyzw

  49. // TEXCOORD 1 xy 3 NONE float xy

  50. //

  51. //

  52. // Output signature:

  53. //

  54. // Name Index Mask Register SysValue Format Used

  55. // -------------------- ----- ------ -------- -------- ------- ------

  56. // SV_POSITION 0 xyzw 0 POS float xyzw

  57. // TEXCOORD 0 xy 1 NONE float xy

  58. // TEXCOORD 1 zw 1 NONE float zw

  59. // COLOR 0 xyzw 2 NONE float xyzw

  60. //

  61. vs_5_0

  62. dcl_globalFlags refactoringAllowed

  63. dcl_constantbuffer cb0[4], immediateIndexed

  64. dcl_input v0.xy

  65. dcl_input v1.xy

  66. dcl_input v2.xyzw

  67. dcl_input v3.xy

  68. dcl_output_siv o0.xyzw, position

  69. dcl_output o1.xy

  70. dcl_output o1.zw

  71. dcl_output o2.xyzw

  72. dcl_temps 1

  73. mul r0.xyzw, v0.yyyy, cb0[1].xyzw

  74. mad r0.xyzw, v0.xxxx, cb0[0].xyzw, r0.xyzw

  75. add o0.xyzw, r0.xyzw, cb0[3].xyzw

  76. mov o1.xy, v1.xyxx

  77. mov o1.zw, v3.xxxy

  78. mov o2.xyzw, v2.xyzw

  79. ret

  80. // Approximately 0 instruction slots used



  81. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/




and here's how my code might look like:

  1. // ---- Created with 3Dmigoto v1.2.49 on Sat Dec 03 21:48:30 2016

  2. cbuffer cb0 : register(b0)

  3. {

  4. float4 cb0[4];

  5. }









  6. // 3Dmigoto declarations

  7. #define cmp -

  8. Texture1D IniParams : register(t120);

  9. Texture2D StereoParams : register(t125);





  10. void main(

  11. float2 v0 : POSITION0,

  12. float2 v1 : TEXCOORD0,

  13. float4 v2 : COLOR0,

  14. float2 v3 : TEXCOORD1,

  15. out float4 o0 : SV_POSITION0,

  16. out float2 o1 : TEXCOORD0,

  17. out float2 p1 : TEXCOORD1,

  18. out float4 o2 : COLOR0)

  19. {

  20. float4 r0;

  21. uint4 bitmask, uiDest;

  22. float4 fDest;



  23. r0.xyzw = cb0[1].xyzw * v0.yyyy;

  24. r0.xyzw = v0.xxxx * cb0[0].xyzw + r0.xyzw;

  25. o0.xyzw = cb0[3].xyzw + r0.xyzw;



  26. float4 stereo = StereoParams.Load(0);

  27. o0.x += stereo.x * 0.5;



  28. o1.xy = v1.xy;

  29. p1.xy = v3.xy;

  30. o2.xyzw = v2.xyzw;

  31. return;

  32. }



  33. /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  34. //

  35. // Generated by Microsoft (R) D3D Shader Disassembler

  36. //

  37. // using 3Dmigoto v1.2.49 on Sat Dec 03 21:48:30 2016

  38. //

  39. //

  40. // Input signature:

  41. //

  42. // Name Index Mask Register SysValue Format Used

  43. // -------------------- ----- ------ -------- -------- ------- ------

  44. // POSITION 0 xy 0 NONE float xy

  45. // TEXCOORD 0 xy 1 NONE float xy

  46. // COLOR 0 xyzw 2 NONE float xyzw

  47. // TEXCOORD 1 xy 3 NONE float xy

  48. //

  49. //

  50. // Output signature:

  51. //

  52. // Name Index Mask Register SysValue Format Used

  53. // -------------------- ----- ------ -------- -------- ------- ------

  54. // SV_POSITION 0 xyzw 0 POS float xyzw

  55. // TEXCOORD 0 xy 1 NONE float xy

  56. // TEXCOORD 1 zw 1 NONE float zw

  57. // COLOR 0 xyzw 2 NONE float xyzw

  58. //

  59. vs_5_0

  60. dcl_globalFlags refactoringAllowed

  61. dcl_constantbuffer cb0[4], immediateIndexed

  62. dcl_input v0.xy

  63. dcl_input v1.xy

  64. dcl_input v2.xyzw

  65. dcl_input v3.xy

  66. dcl_output_siv o0.xyzw, position

  67. dcl_output o1.xy

  68. dcl_output o1.zw

  69. dcl_output o2.xyzw

  70. dcl_temps 1

  71. mul r0.xyzw, v0.yyyy, cb0[1].xyzw

  72. mad r0.xyzw, v0.xxxx, cb0[0].xyzw, r0.xyzw

  73. add o0.xyzw, r0.xyzw, cb0[3].xyzw

  74. mov o1.xy, v1.xyxx

  75. mov o1.zw, v3.xxxy

  76. mov o2.xyzw, v2.xyzw

  77. ret

  78. // Approximately 0 instruction slots used



  79. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/




And that should effectively teach you everything you need to know to add a static value to the HUD. Let me know if that works (and maybe play around with the amount of separation to find what is a good amount), and if you understand all that then we can discuss adding a button to cycle values, or other types of fixes.




... and some Q&A related to frame analysis:


Q: I might need to pick your brain a little bit over that frame analysis stuff. I got it going and did a dump, but I am not sure how to identify which shader it is

A: Each file that gets dumped will have have the shaders that are used in the filename, for example: 

000122-o0=!MU!=957b6ea2-vs=b229b3faa24a4aac-ps=ef7eaa7c9cab3eb3.jps

can be broken down as

000122 - the draw call number

o0 - which output from the vertex shader that this draw call is pertaining to. Sometimes it will be o1, o2, etc

!MU! - flags that may indicate an error in the texture hash to follow. Not important until you start looking at doing advanced things like texture filtering.

957b6ea2 - texture hash

vs=b229b3faa24a4aac - vertex shader b229b3faa24a4aac is being used

ps=ef7eaa7c9cab3eb3 - pixel shader ef7eaa7c9cab3eb3 is being used




Q: Is there a option to dump all shaders?

A: Yes, although I'm not sure if you are referring to dump EVERY shader a game uses, or simply all the shaders currently being used in a scene. There are ways for each.

To dump every shader a game uses, change the following options in the d3dx.ini file to:

export_fixed=1
export_shaders=1
export_hlsl=2
dump_usage=1

Then all the shaders will be dumped into a folder called ShaderCache when you first launch it (which might take a minute or two). Some games, however, will only dump shaders as they are generated, rather than everything all at once, which is a pain.

To dump all the shaders in a scene, well, there is not a built in method to do that, but you can manually just cycle through every shader and dump each one. Of course that is tedious, so what I suggest is to create a macro of some sort (I use Razer Synapse since I have a Razer Naga mouse, but I could also have used MadCatz software for my keyboard, or Logitech software, or even AutoHotkey) that simply alternates between numpad 2 and 3 to dump all pixel shaders, and numpad 5 and 6 to dump all vertex shaders. Just be sure to make note of the timestamp on the files generated to know which ones you've dumped, or simply remove all other files out of the ShaderFixes folder temporarily before you start dumping.



Q: I tried to do so manually but it seems I can never successfully hunt down the shadow in particular it's like it doesn't exists.

A: Yeah, dumping manually for certain types of effects is next to impossible. Back in DX9, shadows used to not be so bad, but in DX11 I'm finding more and more that they are not obvious to dump (hence why I now rely on frame analysis instead). One thing that might help is to try changing the option 'marking_mode' to 'pink' which causes the selected shader to appear as pink, or sometimes disappear (and in some cases will make things that didn't seem to be affected by 'skip' to react).

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