DadSchoorse / vkBasalt

a vulkan post processing layer for linux
zlib License
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Using Reshade Shaders always results in a black screen #238

Open SmurgBurglar opened 4 months ago

SmurgBurglar commented 4 months ago

Using Reshade Shaders always results in a black screen that can only be resolved by removing them from the .conf, My .conf below.

effects is a colon seperated list of effect to use

e.g.: effects = fxaa:cas

effects will be run in order from left to right

one effect can be run multiple times e.g. smaa:smaa:cas

cas - Contrast Adaptive Sharpening

dls - Denoised Luma Sharpening

fxaa - Fast Approximate Anti-Aliasing

smaa - Enhanced Subpixel Morphological Antialiasing

lut - Color LookUp Table

effects = colorfulness:denoise

colorfulness = /home/j/.config/vkBasalt/reshade/Shaders/Colourfulness.fx denoise = /home/j/.config/vkBasalt/reshade/Shaders/Denoise.fx reshadeTexturePath = /home/j/.config/vkBasalt/reshade/Textures reshadeIncludePath = /home/j/.config/vkBasalt/reshade/Shaders depthCapture = on

toggleKey toggles the effects on/off

toggleKey = Homa

enableOnLaunch sets if the effects are enabled when started

enableOnLaunch = true

casSharpness specifies the amount of sharpning in the CAS shader.

0.0 less sharp, less artefacts, but not off

1.0 maximum sharp more artefacts

Everything in between is possible

negative values sharpen even less, up to -1.0 make a visible difference

casSharpness = 0.4

dlsSharpness specifies the amount of sharpening in the Denoised Luma Sharpening shader.

Increase to sharpen details within the image.

0.0 less sharp, less artefacts, but not off

1.0 maximum sharp more artefacts

dlsSharpness = 0.5

dlsDenoise specifies the amount of denoising in the Denoised Luma Sharpening shader.

Increase to limit how intensely film grain within the image gets sharpened.

0.0 min

1.0 max

dlsDenoise = 0.17

fxaaQualitySubpix can effect sharpness.

1.00 - upper limit (softer)

0.75 - default amount of filtering

0.50 - lower limit (sharper, less sub-pixel aliasing removal)

0.25 - almost off

0.00 - completely off

fxaaQualitySubpix = 0.75

fxaaQualityEdgeThreshold is the minimum amount of local contrast required to apply algorithm.

0.333 - too little (faster)

0.250 - low quality

0.166 - default

0.125 - high quality

0.063 - overkill (slower)

fxaaQualityEdgeThreshold = 0.125

fxaaQualityEdgeThresholdMin trims the algorithm from processing darks.

0.0833 - upper limit (default, the start of visible unfiltered edges)

0.0625 - high quality (faster)

0.0312 - visible limit (slower)

Special notes: due to the current implementation you

Likely want to set this to zero.

As colors that are mostly not-green

will appear very dark in the green channel!

Tune by looking at mostly non-green content,

then start at zero and increase until aliasing is a problem.

fxaaQualityEdgeThresholdMin = 0.0312

smaaEdgeDetection changes the edge detection shader

luma - default

color - might catch more edges, but is more expensive

smaaEdgeDetection = luma

smaaThreshold specifies the threshold or sensitivity to edges

Lowering this value you will be able to detect more edges at the expense of performance.

Range: [0, 0.5]

0.1 is a reasonable value, and allows to catch most visible edges.

0.05 is a rather overkill value, that allows to catch 'em all.

smaaThreshold = 0.05

smaaMaxSearchSteps specifies the maximum steps performed in the horizontal/vertical pattern searches

Range: [0, 112]

4 - low

8 - medium

16 - high

32 - ultra

smaaMaxSearchSteps = 32

smaaMaxSearchStepsDiag specifies the maximum steps performed in the diagonal pattern searches

Range: [0, 20]

0 - low, medium

8 - high

16 - ultra

smaaMaxSearchStepsDiag = 16

smaaCornerRounding specifies how much sharp corners will be rounded

Range: [0, 100]

25 is a reasonable value

smaaCornerRounding = 25

lutFile is the path to the LUT file that will be used

supported are .CUBE files and .png with width == height * height

lutFile = "/path/to/lut"

zabinga73 commented 4 months ago

I am having the same issue, on an nVidia RTX 4060. I am only trying to use Vibrance shader in my case.