; ------------------------------------------------------------------------------------------------------ ; Lefuneste 3Dmigoto VR mod for DCS world 2.7.x ; v12.0 ; 2021/11/20 ;------------------------ ; 2.7.9.17830 OB only ; flat shadow soften (OB without kegetys only). ; ------------------------------------------------------------------------------------------------------ ; ------------------------------------------------------------------------------------------------------ ; Additional configuration files ; ------------------------------------------------------------------------------------------------------ [Include] ; If you were using 3DMigoto as a full modding platform for a given game ; instead of just a single stand-alone mod (e.g. facilitating mesh/texture ; replacements or other graphics mods), you can include an entire directory ; where users can extract third party mods created by others and 3DMigoto will ; include every .ini file and any external files referred to by CustomShader / ; Resource sections (Replaced shaders in these mods should still go in ; ShaderFixes for now, unless the modders want to use CustomShaders or ; ShaderRegex to keep them standalone). ; include_recursive = planesMasks exclude_recursive = DISABLED* ;------------------------------------------------------------------------------------------------------ ;!!!!! PUT YOUR SETTINGS IN THE user FILES BELOW !!!!! ;------------------------------------------------------------------------------------------------------ include = users_settings\user_var_initialization.ini include = users_settings\user_keymapping.ini include = users_settings\user_keymapping_setup.ini ;------------------------------------------------------------------------------------------------------ ; Logging options. ; Comment line or set value to 0 for no logging. ;------------------------------------------------------------------------------------------------------ [Logging] ; Log all API usage calls=0 ; Log Input key actions input=0 ; Super verbose massive log debug=0 ; Unbuffered logging to avoid missing anything at file end unbuffered=0 ; Force the CPU affinity to use only a single CPU for debugging multi-threaded force_cpu_affinity=0 ; Log NVAPI convergence modifications convergence=0 ; Log NVAPI separation modifications separation=0 ;------------------------------------------------------------------------------------------------------ ; Default settings for mods variable !!! do not modify without knowing what you are doing !!! ;------------------------------------------------------------------------------------------------------ [Constants] ;---------------- ; X offset for zoom ;---------------- global $zoomXoffset = 0.0 ; x global $imageXoffset = 0.0 ; z ;---------------- ; Y offset for zoom ;---------------- global $zoomYoffset = 0.0 ; y ;---------------- ; cockpit saturation ;---------------- z = 0 ;---------------- ; Y shift for zoom ;---------------- global $zoomYshift = 0.0 ; y7 ;---------------- ; Mask settings ;---------------- ; binocular mask flag global persist $binocularMask = 1 ; y4 global $flagMask = 0 ; for backup masking (depthmap get from a PS instead of o7 global $backupMasking = 0 ;---------------- ; current eye (-1/ 1) ;---------------- ; used for global PS only z1 = -1.0 ;---------------- ; Zoom init ;---------------- ; Default Zoom factor global $zoomFactor = 1.0 ; Default Zoom mode global $zoomSetting = 0 global $zoomSettingPP = 0 ;---------------- ; flag for eye discrimination ;---------------- global $EyeDrawnFlag = 0 ;---------------- ; threshold for label masking ;---------------- global $cutOff = 0.006 ; global $cutOff = 0.1 ;z5 ;---------------- ; backup for zoom fix ;---------------- global $bakZoom = 1.0 global $bakXoffset = 0.0 global $bakYoffset = 0.0 ;---------------- ; mouse by throttle axis SC visual flag (disengaged) ;---------------- ; global $mouseFlag = 0.0 ;z2 ;---------------- ; debug ;---------------- global $debugFlag = 0 ;z2 = 1 ;---------------- ; copy radio messages & map coordinates ;---------------- global $copyRadio = 0 global $displayRadioMap = 0 ;w5 global $copyMap = 0 global $displayMap = 0 global $mapFlag = 0 global $cockpitFlag = 0 global $skyFlag = 0 global $optimRadio = 0 ;---------------- ; VR Mode flag (1 = VR, 0 = 2D) ;---------------- global $VRFlag = -1 ;---------------- ; Sharpen ;---------------- ; "if" not working of sharpen in user_keymapping ? ; global persist $sharpenFlag = 0.0 ; global persist $sharpenValue = 0 ; global persist $sharpenLuma = 1.0 ;---------------- ; Kegetys ;---------------- global $kegetysMod=0 ;---------------- ; Night mode for cursor and kneepad ;---------------- global $nightMode = 0.0 ; w2 ;---------------- ; flag for AV8B fix ;---------------- ; global $AV8BFlag = 0 global $bakw2 = 0 ;---------------- ; flag for HUD resource optimization ;---------------- global $HUDFlag = 0 global $renderResolX = 0 ;---------------- ; FXAA strenght ;---------------- global $FXAA_EDGE_THRESHOLD = 2.0 global $tmp ;to find if VR zoom or spyglass zoom is used global $whichBuildInZoom = 0 ; global $setupMode = 0 global $setupFlag = 0 ;---------------- ; crater fix ;---------------- global persist $fixCraterBug = 0.0 ;------------------------------------------------------------------------------------------------------ ; Custom settings override for any of [convergence, separation, x, y, z, w] ; ; Four types are supported - by default the bindings will simply load the ; configured settings, but type=hold can be specified to have a preset ; active while the button is held, type=toggle can be used to make a simple ; on/off toggle, and type=cycle can be used to cycle forwards and/or backwards ; between several presets. ; ; Delays (type=hold only) and linear or cosine trasition periods (any key type) ; can be used to better synchonrise setting changes to the game's animations, ; or to smoothly adjust UI elements over a short period of time. ; ; Key bindings: For A-Z and 0-9 on the number row, just use that single ; character. For everything else (including mouse buttons), use the virtual key ; name (with or without the VK_ prefix) or hex code from this article: ; http://msdn.microsoft.com/en-us/library/windows/desktop/dd375731(v=vs.85).aspx ; ; Key combinations can be specified by separating key names with spaces, e.g. ; "Shift Q". It is also possible to indicate that a key must *not* be held for ; the binding to activate, e.g. "NO_ALT F1" would prevent the binding from ; activating when taking a 3D Screenshot with Alt F1. "NO_MODIFIERS" may be ; used as a shorthand for excluding all standard modifiers (Ctrl, Alt, Shift, ; Windows). ; ; Keys can also be from XBox controllers using: ; XB_LEFT_TRIGGER, XB_RIGHT_TRIGGER, ; XB_LEFT_SHOULDER, XB_RIGHT_SHOULDER, ; XB_LEFT_THUMB, XB_RIGHT_THUMB, ; XB_DPAD_UP, XB_DPAD_DOWN, XB_DPAD_LEFT, XB_DPAD_RIGHT, ; XB_A, XB_B, XB_X, XB_Y, XB_START, XB_BACK, XB_GUIDE ; By default all attached controllers are used - to associate a binding with a ; specific controller add the controller number 1-4 to the prefix, like ; XB2_LEFT_TRIGGER, though this may be more useful for hunting than playing. ; ; Multiple keys may be set in a single [Key] section to allow keyboard and xbox ; controller toggles and cycles to share the same state as each other. ;------------------------------------------------------------------------------------------------------ ; Example to support momentary hold type overrides, like aiming. Shows how to ; bind two separate buttons to the same action. ;[Key2] ;Key = RBUTTON ;Key = XB_LEFT_TRIGGER ;convergence = 0.1 ;type = hold ; Example for a toggle override. ;[Key3] ;Key = q ;separation = 0.1 ;type = toggle ;y = 0.0 ; Example for a momentary hold, but with a delay followed by a smooth ; transition (ms) on hold and release to sync better with the game. Note that ; delay only works with type=hold (for now), while transitions will work with ; all types. ;[Key4] ;Key = RBUTTON ;Key = XB_LEFT_TRIGGER ;type = hold ;y = 0.25 ;delay = 100 ;transition = 100 ;transition_type = linear ;release_delay = 0 ;release_transition = 500 ;release_transition_type = cosine ; Example of a cycle transition that might be used to provide several presets ; that set both convergence and UI depth to suit different scenes in a game. ; Cosine transitions are used to smooth the changes over 1/10 of a second. ; Both keyboard and Xbox controller buttons are bound to this same cycle, so ; that they can be used interchangeably and remember the same position in the ; preset list. A second key is used to cycle backwards through the presets, and ; wrapping from one end of the list to the other is disabled. ;[Key5] ;Key = E ;Key = XB_RIGHT_SHOULDER ;Back = Q ;Back = XB_LEFT_SHOULDER ;type = cycle ;wrap = false ;convergence = 1.45, 1.13, 0.98 ;z = 0.25, 0.5, 0.75 ;transition = 100 ;transition_type = cosine ; Example of a preset override that can be referenced by one or more [ShaderOverride*] ; sections which can be activated / deactivated automatically when one of the shader ; overrides is activated / deactivated. This is useful for setting automatic ; convergence for specific scene. ;[Preset1] ;convergence = 0 ;transition = 100 ;transition_type = linear ;------------------------------------------------------------------------------------------------------ ; Shader hunting options. ; Default setup is to use keyboard similar to Helix presets ;------------------------------------------------------------------------------------------------------ [Hunting] ; 0: Release mode is with shader hunting disabled, optimized for speed. ; 1: Hunting mode enabled ; 2: Hunting mode "soft disabled" - can be turned on via the toggle_hunting key hunting=0 ; Highlight mode of currently selected shader / rendertarget. ; "skip" = skip shader. don't render anything using the currently selected shader. ; "original" = fall back to original shader if the currently selected shader was patched. ; "pink" = make the output hot pink to make it standout. ; "mono" = disable stereo for the selected shader / rendertarget. ; "zero" = shader output is all zero. NOTE: this has a big performance impact. marking_mode=pink ; marking_mode=skip ; Cycle through available marking modes. VK_DECIMAL VK_NUMPAD0 ; means hold the dot on the number pad while pressing numpad 0: next_marking_mode = no_modifiers VK_DECIMAL VK_NUMPAD0 ; Key bindings: For A-Z and 0-9 on the number row, just use that single ; character. For everything else (including mouse buttons), use the virtual key ; name (with or without the VK_ prefix) or hex code from this article: ; http://msdn.microsoft.com/en-us/library/windows/desktop/dd375731(v=vs.85).aspx ; ; XBox controllers are supported using the same bindings as the [Key] sections ; (see above). If the game already uses the first controller you might try ; using the second controller for hunting with e.g. XB2_LEFT_SHOULDER ; rotate through all VISIBLE pixel shaders at the current scene. ; previous_pixelshader = no_modifiers NO_VK_DECIMAL VK_NUMPAD1 ; next_pixelshader = no_modifiers NO_VK_DECIMAL VK_NUMPAD2 previous_pixelshader = no_modifiers VK_UP next_pixelshader = no_modifiers VK_DOWN mark_pixelshader = no_modifiers NO_VK_DECIMAL VK_NUMPAD3 ; rotate through all VISIBLE vertex shaders at the current scene. previous_vertexshader = no_modifiers VK_LEFT next_vertexshader = no_modifiers VK_RIGHT ; previous_vertexshader = no_modifiers NO_VK_DECIMAL VK_NUMPAD4 ; next_vertexshader = no_modifiers NO_VK_DECIMAL VK_NUMPAD5 mark_vertexshader = no_modifiers NO_VK_DECIMAL VK_NUMPAD6 ; rotate through all USED index buffers at the current scene. previous_indexbuffer = no_modifiers NO_VK_DECIMAL VK_NUMPAD7 next_indexbuffer = no_modifiers NO_VK_DECIMAL VK_NUMPAD8 mark_indexbuffer = no_modifiers NO_VK_DECIMAL VK_NUMPAD9 ; rotate through all USED render targets at the current scene. previous_rendertarget = no_modifiers NO_VK_DECIMAL VK_DIVIDE next_rendertarget = no_modifiers NO_VK_DECIMAL VK_MULTIPLY mark_rendertarget = no_modifiers NO_VK_DECIMAL VK_SUBTRACT ; rotate through all USED compute shaders at the current scene. previous_computeshader = no_modifiers VK_DECIMAL VK_NUMPAD1 next_computeshader = no_modifiers VK_DECIMAL VK_NUMPAD2 mark_computeshader = no_modifiers VK_DECIMAL VK_NUMPAD3 ; rotate through all VISIBLE geometry shaders at the current scene. previous_geometryshader = no_modifiers VK_DECIMAL VK_NUMPAD4 next_geometryshader = no_modifiers VK_DECIMAL VK_NUMPAD5 mark_geometryshader = no_modifiers VK_DECIMAL VK_NUMPAD6 ; rotate through all VISIBLE domain shaders at the current scene. previous_domainshader = no_modifiers VK_DECIMAL VK_NUMPAD7 next_domainshader = no_modifiers VK_DECIMAL VK_NUMPAD8 mark_domainshader = no_modifiers VK_DECIMAL VK_NUMPAD9 ; rotate through all VISIBLE hull shaders at the current scene. previous_hullshader = no_modifiers VK_DECIMAL VK_DIVIDE next_hullshader = no_modifiers VK_DECIMAL VK_MULTIPLY mark_hullshader = no_modifiers VK_DECIMAL VK_SUBTRACT ; Re-enable shaders once done with hunting: done_hunting = NO_MODIFIERS NO_VK_DECIMAL VK_ADD ; Screenshot as pns take_screenshot = no_modifiers VK_SNAPSHOT ; reload all fixes from ShaderFixes folder reload_fixes = ALT no_ctrl no_shift VK_F12 ; Deletes the d3dx_user.ini file and reloads settings to get a "clean slate" ; wipe_user_config = ctrl alt no_shift VK_F12 ; Key to turn hunting itself on/off. This will also show/hide overlay. ; Hunting must be set to either 1 or 2 to enable this toggle. toggle_hunting = no_modifiers NO_VK_DECIMAL VK_NUMPAD0 ; Key to reload the settings from the the d3dx.ini without restarting. This can ; be the same key as reload_fixes for convenience, or a different key may be ; used to avoid resetting the ini parameters every time the shaders are ; reloaded. Note that not all settings can be reloaded, so if something doesn't ; work as expected you may still have to restart the game: reload_config = ALT no_ctrl no_shift VK_F12 ; Hold this key to temporarily disable the fix - useful to quickly check what ; an effect looked like in the original game. ; show_original = no_modifiers VK_F9 ; Shows the CPU utilisation and performance impact of every active command list monitor_performance = ctrl no_shift no_alt F9 ; Freeze the current performance monitor display and log to the d3d11_log.txt ; freeze_performance_monitor = no_ctrl shift no_alt F9 ; Sets how often the performance monitor updates monitor_performance_interval = 2.0 ; snapshots to be made upon any shader Mark. These give you snapshot when the ; shader is disabled, as a way to correlate image to shader hash. ; mark_snapshot=0 // none ; mark_snapshot=1 // mono, simple snapshot ; mark_snapshot=2 // stereo snapshot ; mark_snapshot=2 ; Auto-repeat key rate in events per second. repeat_rate=6 ; Enabling this makes the overlay show the hashes of the currently selected ; shaders and index buffer during hunting. We don't actually recommend this, ; because writing down the hash from the screen is a bad habbit that tends to ; be very error prone - the recommended workflow is to dump the shaders to disk ; and check the most recently modified file in ShaderFixes, but advanced users ; can enable this if they want it: verbose_overlay = 1 ; tunable parameter to use in modified shaders as variable (StereoParams.Load(int3(1,0,0)).xyzw) ; enabling tuning results in a small performance hit because the parameter texture ;tune_enable=1 ;tune_step=0.1 ;tune1_up=VK_INSERT ;tune1_down=VK_DELETE ;tune2_up=X ;tune2_down=Z ; Dumps out a flight log of DirectX state changes and the contents of each ; render target after every immediate draw call for the next frame. Takes up a ; large amount of space, so disabled by default. analyse_frame = no_modifiers VK_F8 ; analyse_options specifies options for the frame analysis feature. Options can ; be combined by separating them with a space. ; ; Dumping selection (also refer to the "dump" command described below): ; dump_rt: Dumps render targets and UAVs ; dump_depth: Dumps depth/stencil targets ; dump_tex: Dumps shader resources (textures) ; dump_cb: Dumps constant buffers ; dump_vb: Dumps vertex buffers ; dump_ib: Dumps index buffers ; ; Texture2D format selection: ; jpg/jps: Dumps out 2D/stereo resources as .jps files. These are the easiest ; to work with and don't take up as much space as DDS files, but ; they are not dumped for every resource and are missing some data. ; dds: Dumps out 2D/stereo resources as .dds files. WARNING: This option ; may require hundreds of gigabytes and a long time! Only use it if ; you absolutely need more information than you can get otherwise. ; jps_dds: Dumps out .jps when possible, .dds otherwise (default). ; desc: Dumps out DirectX resource descriptions to .dsc files. ; ; Buffer format selection: ; buf: Dumps out buffers as binary .buf files ; txt: Decodes buffers as text, and includes some extra metadata not ; found in the .buf files. May not correctly decode all buffers. ; Default if dump_cb/vb/ib was specified. ; desc: Dumps out DirectX resource descriptions to .dsc files. ; ; Misc options: ; hold: Continue analysing subsequent frames while the key is held ; clear_rt: Clears each render target the first time they are used in the ; frame. Makes it easier to see what is being drawn if the game ; doesn't clear them, but might cause some effects not to render. ; filename_reg: Normally the draw number is the first part of the filename so ; that the files will be sorted in the order they were used in ; the game. Sometimes it is more desirable to examine how a ; specific output changed through the frame and this option will ; place the register number first in the filename to allow that. ; mono: Dump out mono textures instead of stereo. To dump both, specify ; 'mono stereo'. If neither are specified, defaults to stereo. ; dump_on_unmap: Dumps buffers/textures whenever the game maps them to the CPU ; with the Map() / Unmap() calls. Typically used to update ; constant buffers. ; dump_on_update: Dumps buffers/textures whenever the game updates them with ; the UpdateSubresource() call. Alternative method used to ; update constant buffers. ; share_dupes: Use a folder that is shared with subsequent frame analysis ; dumps for de-duplicating dumped resources. Makes future frame ; analysis dumps faster and use less disk space if there are a ; lot of identical textures, but less trivial to delete ; individual dump folders to reclaim disk space (i.e. all or ; nothing). Individual frame analysis folders are still ; de-duplicated regardless of this setting. ; symlink: Try to use symbolic links when de-duplicating files in a ; frame analysis dump. Requires developer mode to be enabled in ; Windows 10, and will fall back to hard links or shortcuts ; when not possible. Useful to see the relationship between ; deduplicated files, especially when working with cygwin, but ; some Windows applications may behave worse when using these. ; ; Experimental Deferred Context (multi-threaded rendering) Frame Analyis Support: ; deferred_ctx_immediate: Dumps resources from deferred contexts using the ; immediate context. Not suitable for dump_rt or other ; resources altered during the frame (by the GPU or CPU). May ; be ok for static unchanging resources, such as collecting HUD ; textures for filtering. Not thread safe - potential to crash. ; Recommended (not enforced) to use in conjunction with 'mono'. ; deferred_ctx_accurate: Delays dumping resources from deferred contexts ; until after the GPU has updated them. Copies of *all* ; resources being dumped are held in memory, so it may run out ; - try to restrict using this option to specific resources ; where it is needed - preferably via the "dump" command rather ; than the global analyse_options. Works with 'stereo'. ; ; analyse_options can also be specified in [ShaderOverride*] sections (or other ; command lists) to set up triggers to change the options mid-way through a ; frame analysis, either for a single draw call (default), or permanently (by ; adding the 'persist' keyword). ; ; Alternatively, "dump" can be specified in a [ShaderOverride*] section (or ; any other command list) to dump specific resources with per-resource options ; (e.g. "dump = dump_tex dds share_dupes mono ps-t0"), dump resources at a ; specific point in time (e.g. "pre dump = o0") or dump a custom resource that ; frame analysis cannot otherwise see (e.g. "dump = ResourceDepthBuffer"). Use ; additional "dump" commands to dump multiple resources. ; analyse_options = dump_rt jpg clear_rt ; analyse_options = dump_rt jpg dump_tex dds clear_rt ; analyse_options = clear_rt ;------------------------------------------------------------------------------------------------------ ; Chain load other wrapper DLLs instead of system DLLs. ;------------------------------------------------------------------------------------------------------ [System] ;proxy_d3d9=d3d9_helix.dll ;proxy_d3d11=d3d11_helix.dll ; We force all LoadLibrary calls back to the game folder, because games ; and nvidia both break the loading chain by going directly to System32. ; load_library_redirect=0 for off, allowing all through unchanged. ; load_library_redirect=1 for nvapi.dll override only, forced to game folder. ; load_library_redirect=2 for both d3d11.dll and nvapi.dll forced to game folder. load_library_redirect=2 ; Options to use hooking instead of wrapping. Used in MGSV. Possible objects to hook include: ; deferred_contexts ; immediate_context ; device ; all - all of the above ; recommended - settings currently recommended by the 3DMigoto developers ;hook=recommended ; Options to allow ID3D11Device to be created and wrapped. We have typically had good ; luck with returning an error for all non-dx11 requests, but some games error out ; with these checks in place. ; The allow_create_device allows D3D10 Device creation and is needed for some games. ; It has two options, allow_create_device=1, which will allow anything to go through ; without returning an error, and allow_create_device=2, which will force all requests ; to become D3D11 Devices, no matter what was passed in. ; The allow_platform_update option allows the D3D11Device1 and D3D11Context1 ; interfaces introduced in Windows 8 and the platform update of Windows 7. ; ; Start with allow_check_interfaces, if that doesn't work ; then try allow_create_device=2, lastly try allow_create_device=1 ; allow_check_interface=1 allow_create_device=1 allow_platform_update=1 ;------------------------------------------------------------------------------------------------------ ; Settings to force display device to a specific mode. ; Uncomment a value to force the specific setting. ;------------------------------------------------------------------------------------------------------ [Device] ; (0) - disable upscaling ; (1) - enable upscaling and allows the game to disable and enable fullscreen mode ; (2) - enable upscaling and don't allow the game to switch fullscreen mode ; (always force fullscreen). Try this if you get issues with the mouse cursor. ; Note if you enable upscaling please do not forget to: ; 1) Uncomment "run = CustomShaderUpscale" in the [Present] section, ; otherwise you will see only a black window (with game sound). ; 2) Set a custom resolution here for width and height that the game will see. ; 3) Uncomment upscale_mode here. upscaling = 0 ; Force override the screen resolution. ; If upscaling is on, the resizing functionality is disabled. ; If upscaling is on, then you MUST specify the resolution the game will be upscaled to. ; To achieve the best visual result use the native resolution of your tv or monitor. ;width=1280 ;height=720 ; upscale_mode = 0: 3Dmigoto creates a texture and pushes it as the back buffer for the game. ; Seems to work with only few games but everything seems to run a bit smoother. ; upscale_mode = 1: 3Dmigoto creates a second swap chain and pushes the game to use it. ; Seems to work with most games. dont forget to activate upscaling shader in [present] section ;upscale_mode = 1 ; overrides refresh rate set by game. ; refresh_rate=36 ; filters available video modes to those providing given refresh rates. ; some games don't explicitely set the refresh rate, but use the video mode. ; use this if setting refresh_rate doesn't work. ;filter_refresh_rate=24,59,60 ; full_screen=1 forces creation of full screen devices and swap chains. ; use this for 3dtvplay if game won't active stereo mode. ; full_screen=2 will also disable SetWindowPos which might help in some games. full_screen=0 ; This attempts to force exclusive full screen when this key is pressed, and ; may be useful in games where full_screen doesn't work or has undesirable side ; effects: ;force_full_screen_on_key = no_modifiers VK_F7 ; This toggles forcing the full screen mode on and off. It will not take effect ; immediately, but will change what happens the next time the game tries to ; change the fullscreen mode. This is a specific hack to workaround a bug in ; Unity games, which crash when alt+tabbing out from exclusive mode fullscreen. ; ; To switch out of a Unity game without it crashing: ; Enable this option, Press F7, Alt+Enter, Alt+Tab ;toggle_full_screen = no_modifiers VK_F7 ; some games explicitely disable stereo, prohibiting any stereo attempts. ; Setting this to 1 ignores all stereo disabling calls and also calls ; NvAPI_Stereo_Enable to force stereo on. ; Setting this to 2 sets 3Dmigoto to use 3D Vision Direct Mode force_stereo=0 ; almost all DX11 games deactivate window message handling. ; setting this to 1 reenables print screen handling, alt-tab key handling etc. ;allow_windowcommands=1 ; Indicates where the resolution is obtained for texture hashes. Comment this ; out to never special case hashes that match the resolution or a multiple. ; Possible values are swap_chain and depth_stencil. Recommended to test which ; works for a given game (e.g. CryEngine always creates a swap chain that ; matches the native resolution so has to use depth_stencil). get_resolution_from = swap_chain ; This will hide the hardware mouse cursor, and will be automatically enabled ; if the software mouse configuration file is included at the top of this file. ; The hardware mouse cursor cannot be moved to depth and cannot be used in ; conjunction with the side-by-side or top-and-bottom output modes, so using a ; software mouse cursor is recommended in those cases. ; NOTE: IT IS RECOMMENDED TO RESTART THE GAME AFTER CHANGING THIS SETTING! hide_cursor = 0 ;------------------------------------------------------------------------------------------------------ ; Settings for NVidia stereo driver. ;------------------------------------------------------------------------------------------------------ [Stereo] ; games which have their own stereo renderer disable the NVidia automatic ; stereo mode and render themselves into stereo buffers (Crysis 3 for example). ; Setting this to 1 disables the game stereo renderer and enables NVidia auto stereo mechanism. ; This also forces 'false' as a return for any request for NvAPI_Stereo_IsEnabled. automatic_mode=0 ; Some games (CryEngine games, for example) lock the separation & convergence ; to a specific value, which can be undesirable. Set this to 1 to ignore these ; requests from the game to unlock the separation: unlock_separation=0 unlock_convergence=0 ; games without predefined profiles can't save stereo settings. ; enabling this options automatically creates a profile for unknown games. ; Note that there is now a more flexible means to alter the game's profile - ; refer to the [Profile] section. create_profile=0 ; sets the global surface creation heuristic for NVidia stero driver. ; 0 = NVAPI_STEREO_SURFACECREATEMODE_AUTO - use driver registry profile settings for surface creation mode. ; 1 = NVAPI_STEREO_SURFACECREATEMODE_FORCESTEREO - Always create stereo surfaces. ; 2 = NVAPI_STEREO_SURFACECREATEMODE_FORCEMONO - Always create mono surfaces. ;surface_createmode=1 ; overrides surface creation mode for square surfaces. ;surface_square_createmode=1 ; Force the NvAPI_Initialize to return an error so that games think stereo and NVidia is unavailable. force_no_nvapi=0 ;------------------------------------------------------------------------------------------------------ ; Settings for GPU manipulations. ; Render settings override ;------------------------------------------------------------------------------------------------------ [Rendering] ; GPU program manipulations. ; Type of shader hashes in use: ; 3dmigoto = Traditional hash used by 3DMigoto (unseeded software FNV-1) ; embedded = Use the first half of the MD5-like hash embedded within the ; shaders to skip the hash calculation altogether. ; bytecode = Only hash bytecode and signatures with hardware accelerated ; CRC32C. Used to minimise duplicate shaders in certain games, but ; potentially carries a higher risk of hash collisions between ; unrelated shaders in some games (e.g. that only differ in ; variable names). May occasionally avoid hash changes on game ; updates due to changes in the game developer's build environment ; (shader compiler version, build path embedded in debug info, ; constants renamed, etc). Will not avoid hash changes if the ; shader code, constant values, etc are changed. shader_hash = 3dmigoto ; Switch to newer texture hashes that are less susceptible to corruption and ; don't have collisions if part of the image matches. May have a slight ; performance penalty since more of the image is hashes. Do not enable if ; upgrading an existing fix! ;texture_hash = 1 ; Shaders in game will be replaced by these custom shaders. override_directory=ShaderFixes ; Automatically patched shaders will be written here if caching is enabled. cache_directory=ShaderCache ; Shaders that are directly compiled by the game, instead of binary, go here. storage_directory=ShaderFromGame ; cache all compiled .txt shaders into .bin. this removes loading stalls. cache_shaders=1 ; Indicates whether scissor clipping should be disabled by default. A restart ; is required for this to take effect. If you need to do this on a per shader ; basis, you can use "run = BuiltInCustomShaderEnableScissorClipping" or "run = ; BuiltInCustomShaderDisableScissorClipping" from a [ShaderOverride], or define ; your own [CustomShader] section to change whatever render state you need and ; use "handling = skip" and "draw = from_caller" to transfer the draw call to ; them. rasterizer_disable_scissor=0 ; Tracks copies and updates to textures which may cause their hash to become ; out of sync with their contents - enable if texture hashes seem unreliable. ; You can also set this to 2 to disable hash contamination detection for better ; performance in hunting mode, but only do that if you are certain you won't ; be needing this in the game in question. ;track_texture_updates=1 ; Registers where the StereoParams and IniParams textures will be assigned - ; change if the game already uses these registers. Newly decompiled shaders ; will use the new registers, but existing shaders will not be updated - best ; workflow is to remove ShaderCache after changing these and run a search and ; replace on all shaders in ShaderFixes. Set to -1 to disable if not required. ini_params = 22 stereo_params = -1 ; Set to 1 to assemble the Input / Output / Patch Constant signature comments ; in shader assembly to allow them to be changed for passing new values between ; pipeline stages. Be careful with these comments if this is enabled - treat ; them like code! If set to 0 the assembler will use the old behaviour and ; re-use the sections from the unmodified shaders. assemble_signature_comments = 1 ; Replace constant buffer offsets with indices & components in the comment ; blocks when disassembling shaders so they match up with how they are accessed ; in the code, making things easier to follow and simplifying ShaderRegex. patch_assembly_cb_offsets = 1 ;------------------------------------------------------------------------------------------------------ ; Analyzation options. ; ; save all autofixed shaders as HLSL export_fixed=0 ; save all shaders sent to DX11 as ASM, or as HLSL text files if compiled by game. export_shaders=0 ; save all shaders seen as HLSL code, autofixed or not. 1= HLSL only, 2=HLSL+OriginalASM, 3=HLSL+OriginalASM+RecompiledASM export_hlsl=0 ; stores a ShaderUsage.txt file on any marking button press. dump_usage=1 ;------------------------------------------------------------------------------------------------------ ; Automatic shader fixes. Those settings here apply only on newly read shaders. ; All existing *_replace.txt or *_replace.bin files are not tampered with. ; If you change settings here, the best workflow is to delete all shaders in ; the shader cache directory and let them be fixed again. ; Stereoize all shader parameters with position semantic. fix_sv_position=0 ; Pixel depth evaluation. ;fix_ZRepair_DepthTexture1=SceneDepthTexture.x ;fix_ZRepair_Dependencies1=MinZ_MaxZRatio ;fix_ZRepair_ZPosCalc1=zTex * MinZ_MaxZRatio.z - MinZ_MaxZRatio.w ;fix_ZRepair_DepthTexture2=SceneDepthTexture.x ;fix_ZRepair_Dependencies2= ;fix_ZRepair_ZPosCalc2=zTex ;fix_ZRepair_PositionTexture=PositionTexture ;fix_ZRepair_PositionCalc=1024 * %s ; Inject depth texture if other depth sources are unavailable. ;fix_ZRepair_DepthTextureHash=8a19f087b004598f ; Correct inverse transformations in pixel shaders using evaluated depth. ;fix_InvTransform=ScreenToLight,InverseTranslatedViewProjectionMatrix ; Back projection coordinate fix. ; ; Available variables in expressions: ; stereoParams.x = Separation value in range [0..1] or [-0..-1] dependent on active eye ; stereoParams.y = Convergence value in w coordinates (1/z) ; stereoParams.z = -1/1 for left/right eye ; stereoParams.w = Separation value without eye separation ; stereoTune.x = tune value 1 (default is 1) ; stereoTune.y = tune value 2 (default is 1) ; stereoTune.z = tune value 3 (default is 1) ; stereoTune.w = tune value 4 (default is 1) ; stereoScreenRes.x = Primary swap chain backbuffer horizontal resolution ; stereoScreenRes.y = Primary swap chain backbuffer vertical resolution ; zpos = current pixel z position in pixel shader ; wpos = current pixel w position in pixel shader ; Send inverse transformations from vertex shaders to pixel shaders. ;fix_BackProjectionTransform1=ScreenToTranslatedWorldMatrix._m00,ScreenToTranslatedWorldMatrix._m02,ScreenToTranslatedWorldMatrix._m01 ;fix_BackProjectionTransform2=ScreenToWorld._m00,ScreenToWorld._m02,ScreenToWorld._m01 ; Position variables to correct in pixel shaders. ;fix_ObjectPosition1=PointPositionAndInverseRadius ;fix_ObjectPosition1Multiplier=1, (stereoScreenRes.x/stereoScreenRes.y)*0.5, -0.5 ;fix_ObjectPosition2=SpotPositionAndInverseRadius ;fix_ObjectPosition2Multiplier=1, (stereoScreenRes.x/stereoScreenRes.y)*0.5, -0.5 ; Matrix multiplications to correct in pixel shaders. ;fix_MatrixOperand1=TranslatedWorldToShadowMatrix ;fix_MatrixOperand1Multiplier=1, (stereoScreenRes.x/stereoScreenRes.y)*0.5 - viewDirection.z*0.05 + (0.02791946-stereoParams.x/stereoParams.w), 0 ; autofix shader option: recompiles all vertex shaders. fixes minor differences in deferred rendering. ;recompile_all_vs=0 ;------------------------------------------------------------------------------------------------------ ; Shader manipulations without patches + shader filtering. ;------------------------------------------------------------------------------------------------------ ;image with cockpit at good resol, seems to be used for illumination => used to get target output resol. [ShaderOverrideGetMaskVS] Hash=5cc90570a30aa56b if $flagMask == 0 $flagMask = 1 ResourceHUD = copy_desc o0 ResourceShadowCopy = copy_desc o0 clear = ResourceShadowCopy clear = ResourceHUD $renderResolX = rt_width ; x5=1/rt_width ; y5=1/rt_height endif [ShaderOverrideGetMaskVSKegetys] Hash=5dc68f5934f85bf4 if $flagMask == 0 $flagMask = 1 ResourceHUD = copy_desc o0 ResourceShadowCopy = copy_desc o0 clear = ResourceShadowCopy clear = ResourceHUD $renderResolX = rt_width ; x5=1/rt_width ; y5=1/rt_height endif ;global shader used to display menu all MSAA when in 2D and no kegetys [ShaderOverrideMenu] Hash=61e1d8a98d1ab335 if rt_width != 1024 && rt_width != 512 && $setupFlag && $VRFlag == 0 ; if rt_width != 1024 && rt_width != 512 && $setupFlag handling=skip ps-t26 = reference Resource\users_settings\user_var_initialization.ini\helperPos ps-t27 = reference ResourceShadowCopy ; ps-t28 = reference ResourceLabelMask ps-t30 = reference ResourceHUD ps-t29 = reference ResourceReplaceHelper post run = CustomShaderPSMenu2D endif [CustomShaderPSMenu2D] ; max_executions_per_frame = 1 ps = ShaderFixes/61e1d8a98d1ab335.hlsl draw = from_caller Dispatch = 1, 1, 1 ;global shader used to change brightness and display label mask for debug [ShaderOverrideBrightnessOB] Hash=abef35d9384aa607 ps-t26 = reference Resource\users_settings\user_var_initialization.ini\helperPos ps-t27 = reference ResourceShadowCopy ; ps-t28 = reference ResourceLabelMask ps-t30 = reference ResourceHUD x5=1/rt_width y5=1/rt_height ;trace things are under control to avoid black screen if $VRFlag == -1 $VRFlag = 0 endif ;set up offset and eye for computation (but this shader need z1 to know which eye is current, I did not manage to use z as the others) $EyeDrawnFlag = $EyeDrawnFlag + 1 ;Second call = display left eye ? if $EyeDrawnFlag == 1 ; used by this shader z1 = -1 $backupMasking = 0 endif ;third call = display right eye if $EyeDrawnFlag == 2 ; used by this shader z1 = 1 $VRFlag = 1 endif $flagMask = 0 $HUDFlag = 0 $optimRadio = 0 [ShaderOverrideBrightnessOBKegetys] Hash=5be7d580173359ac ps-t26 = reference Resource\users_settings\user_var_initialization.ini\helperPos ps-t27 = reference ResourceShadowCopy ; ps-t28 = reference ResourceLabelMask ps-t30 = reference ResourceHUD x5=1/rt_width y5=1/rt_height ;trace things are under control to avoid black screen if $VRFlag == -1 $VRFlag = 0 endif ;set up offset and eye for computation (but this shader need z1 to know which eye is current, I did not manage to use z as the others) $EyeDrawnFlag = $EyeDrawnFlag + 1 ;Second call = display left eye ? if $EyeDrawnFlag == 1 ; used by this shader z1 = -1 $backupMasking = 0 endif ;third call = display right eye if $EyeDrawnFlag == 2 ; used by this shader z1 = 1 $VRFlag = 1 endif $flagMask = 0 $HUDFlag = 0 $optimRadio = 0 analyse_options = dump_rt jpg dump_tex dds clear_rt ;global shader used to change brightness and display label mask for debug for MSAA2X [ShaderOverrideBrightnessMSAA2XOB] Hash=4b86b67cd2586a22 ps-t26 = reference Resource\users_settings\user_var_initialization.ini\helperPos ps-t27 = reference ResourceShadowCopy ; ps-t28 = reference ResourceLabelMask ps-t30 = reference ResourceHUD x5=1/rt_width y5=1/rt_height ;trace things are under control to avoid black screen if $VRFlag == -1 $VRFlag = 0 endif ;set up offset and eye for computation (but this shader need z1 to know which eye is current, I did not manage to use z as the others) $EyeDrawnFlag = $EyeDrawnFlag + 1 ;Second call = display left eye ? if $EyeDrawnFlag == 1 ; used by this shader z1 = -1 $backupMasking = 0 $HUDFlag = 0 endif ;third call = display right eye if $EyeDrawnFlag == 2 z1 = 1 $VRFlag = 1 endif $flagMask = 0 if $\users_settings\user_keymapping_setup.ini\sharpenFlag handling=skip post run = CustomShaderMSAA2XOB endif $flagMask = 0 $HUDFlag = 0 $optimRadio = 0 [CustomShaderMSAA2XOB] ; max_executions_per_frame = 1 ps = ShaderFixes/4b86b67cd2586a22.hlsl draw = from_caller ;global shader used to change brightness and display label mask for debug for MSAA2X [ShaderOverrideBrightnessMSAA2XOBKegetys] Hash=b8efbd9c95eb2c35 ps-t26 = reference Resource\users_settings\user_var_initialization.ini\helperPos ps-t27 = reference ResourceShadowCopy ; ps-t28 = reference ResourceLabelMask ps-t30 = reference ResourceHUD x5=1/rt_width y5=1/rt_height ;trace things are under control to avoid black screen ;trace things are under control to avoid black screen if $VRFlag == -1 $VRFlag = 0 endif ;set up offset and eye for computation (but this shader need z1 to know which eye is current, I did not manage to use z as the others) $EyeDrawnFlag = $EyeDrawnFlag + 1 ;Second call = display left eye ? if $EyeDrawnFlag == 1 ; used by this shader z1 = -1 $backupMasking = 0 $HUDFlag = 0 endif ;third call = display right eye if $EyeDrawnFlag == 2 z1 = 1 $VRFlag = 1 endif $flagMask = 0 if $\users_settings\user_keymapping_setup.ini\sharpenFlag handling=skip post run = CustomShaderMSAA2XOBKegetys endif $flagMask = 0 $HUDFlag = 0 $optimRadio = 0 [CustomShaderMSAA2XOBKegetys] ; max_executions_per_frame = 1 ps = ShaderFixes/b8efbd9c95eb2c35.hlsl draw = from_caller [ShaderOverrideBrightnessMSAA4XOB] Hash=cf403735b702e37d ps-t26 = reference Resource\users_settings\user_var_initialization.ini\helperPos ps-t27 = reference ResourceShadowCopy ps-t30 = reference ResourceHUD x5=1/rt_width y5=1/rt_height ;trace things are under control to avoid black screen ;trace things are under control to avoid black screen if $VRFlag == -1 $VRFlag = 0 endif ;set up offset and eye for computation (but this shader need z1 to know which eye is current, I did not manage to use z as the others) $EyeDrawnFlag = $EyeDrawnFlag + 1 ;Second call = display left eye ? if $EyeDrawnFlag == 1 ; used by this shader z1 = -1 $backupMasking = 0 $HUDFlag = 0 endif ;third call = display right eye if $EyeDrawnFlag == 2 z1 = 1 $VRFlag = 1 endif $flagMask = 0 if $\users_settings\user_keymapping_setup.ini\sharpenFlag handling=skip post run = CustomShaderMSAA4XOB endif $flagMask = 0 $HUDFlag = 0 $optimRadio = 0 [CustomShaderMSAA4XOB] ; max_executions_per_frame = 1 ps = ShaderFixes/cf403735b702e37d.hlsl draw = from_caller [ShaderOverrideBrightnessMSAA4XOBKegetys] Hash=9c9823f84dc6b2b7 ps-t26 = reference Resource\users_settings\user_var_initialization.ini\helperPos ps-t27 = reference ResourceShadowCopy ps-t30 = reference ResourceHUD x5=1/rt_width y5=1/rt_height ;trace things are under control to avoid black screen ;trace things are under control to avoid black screen if $VRFlag == -1 $VRFlag = 0 endif ;set up offset and eye for computation (but this shader need z1 to know which eye is current, I did not manage to use z as the others) $EyeDrawnFlag = $EyeDrawnFlag + 1 ;Second call = display left eye ? if $EyeDrawnFlag == 1 ; used by this shader z1 = -1 $backupMasking = 0 $HUDFlag = 0 endif ;third call = display right eye if $EyeDrawnFlag == 2 z1 = 1 $VRFlag = 1 endif $flagMask = 0 if $\users_settings\user_keymapping_setup.ini\sharpenFlag handling=skip post run = CustomShaderMSAA4XOBKegetys endif $flagMask = 0 $HUDFlag = 0 $optimRadio = 0 [CustomShaderMSAA4XOBKegetys] ; max_executions_per_frame = 1 ps = ShaderFixes/9c9823f84dc6b2b7-ps.hlsl draw = from_caller ;set label masking and get radio message [ShaderOverrideLabelsGetRadioPSOB] Hash=865d1148b5f16c1d ; x5=1/rt_width ; y5=1/rt_height if $optimRadio == 0 pre ps-t27 = reference ResourceShadowCopy ; pre ps-t28 = reference ResourceLabelMask $optimRadio = 1 endif if $mapFlag == 0 && $VRFlag == 1 && $copyRadio $tmp = rt_width/rt_height if $tmp > 1.2 && $displayMap == 0 post ResourceRadioCopy = copy o0 endif $displayRadioMap = 1 endif if $mapFlag == 1 && $copyRadio && $VRFlag == 1 ResourceMapCopy = copy o0 $displayRadioMap = 1 endif ;used to display radio messages, map coordinates, setting menu ;used also to display most HUD and MFD ! [ShaderOverrideVR_GUI_PS] Hash=4d175a87d480982b if x5 != rt_width x5=rt_width ; y5=rt_height y5=$renderResolX endif if rt_width != 1280 && rt_width != 512 && rt_width != 1024 if $HUDFlag == 0 && $flagMask == 1 o7 = reference ResourceHUD $HUDFlag = 1 endif if $displayRadioMap pre ps-t25 = reference ResourceRadioCopy pre ps-t26 = reference Resource\users_settings\user_var_initialization.ini\RadioMap pre ps-t27 = reference ResourceMapCopy endif if $mapFlag ps-t27 = null endif endif ;test clear = ResourceLabelMask ; if $\users_settings\user_keymapping_setup.ini\setupMode && $VRFlag if $setupFlag && $VRFlag ps-t24 = reference Resource\users_settings\user_var_initialization.ini\helperPos ps-t28 = reference ResourceLabelMask ps-t29 = reference ResourceReplaceHelper ps-t30 = reference ResourceHUD handling = skip post run = CustomShaderPSGUIMenu endif [ShaderOverrideVR_GUI_PSKegetys] Hash=cf3c6bf4bf324e21 ; if x5 != rt_width x5=rt_width ; y5=rt_height y5=$renderResolX ; endif if rt_width != 1280 && rt_width != 512 && rt_width != 1024 if $HUDFlag == 0 && $flagMask == 1 o7 = reference ResourceHUD $HUDFlag = 1 endif if $displayRadioMap pre ps-t25 = reference ResourceRadioCopy pre ps-t26 = reference Resource\users_settings\user_var_initialization.ini\RadioMap pre ps-t27 = reference ResourceMapCopy endif if $mapFlag ps-t27 = null endif endif ;test clear = ResourceLabelMask ; if $\users_settings\user_keymapping_setup.ini\setupMode && $VRFlag if $setupFlag && $VRFlag ps-t24 = reference Resource\users_settings\user_var_initialization.ini\helperPos ps-t28 = reference ResourceLabelMask ps-t29 = reference ResourceReplaceHelper ps-t30 = reference ResourceHUD handling = skip post run = CustomShaderPSGUIMenu endif [CustomShaderPSGUIMenu] ps = ShaderFixes/GUI_menu.hlsl draw = from_caller Dispatch = 1, 1, 1 [ShaderOverrideHUDF18_AV8B] Hash=3f641712cfd7cc3b if $HUDFlag == 0 && $flagMask == 1 o7 = reference ResourceHUD $HUDFlag = 1 endif ;if sky => cockpit view [ShaderOverrideSkyVS] Hash=a4db6ffb2133ab84 $cockpitFlag = 1 $mapFlag = 0 [ShaderOverrideSkyVSKegetys] Hash=220ce42413e5c57a $cockpitFlag = 1 $mapFlag = 0 [ShaderOverrideMapGroundPS] Hash=1950cb5f62a1b62b $mapFlag = 1 $cockpitFlag = 0 [ShaderOverrideMapSeaPS] Hash=9997bebe9136f1f2 $mapFlag = 1 $cockpitFlag = 0 [ShaderOverrideMapGrid] Hash=c3419eea9a574ffb $mapFlag = 1 $cockpitFlag = 0 ;to display menu helper in NVG in 2D and no Kegetys [ShaderOverrideNVG2] Hash=a8bfa81f00216e6a ; if $\users_settings\user_keymapping_setup.ini\setupMode && $VRFlag == 0 if $setupFlag && $VRFlag == 0 handling=skip ps-t29 = reference ResourceReplaceHelper ps-t26 = reference Resource\users_settings\user_var_initialization.ini\helperPos post run = CustomShaderPSNVGMenu endif [CustomShaderPSNVGMenu] max_executions_per_frame = 1 ps = ShaderFixes/a8bfa81f00216e6a.hlsl draw = from_caller Dispatch = 1, 1, 1 ;globlal illum [ShaderOverrideGetShadowPSMSAA0xOB] Hash=1acb0eeb9fd3e619 if y7 == 1 o7 = reference ResourceShadowCopy endif [ShaderOverrideGetShadowPSMSAA0xOBKegetys] Hash=5a34e20d70d00e35 if y7 == 1 o7 = reference ResourceShadowCopy endif ;globlal illum [ShaderOverrideGetShadowPSMSAA2xOB] Hash=5218b03eabb4e78c if y7 == 1 o7 = reference ResourceShadowCopy endif ;globlal illum [ShaderOverrideGetShadowPSMSAA2xOBKegetys] Hash=459937b3608f3edb if y7 == 1 o7 = reference ResourceShadowCopy endif ;globlal illum border [ShaderOverrideGetShadowBPSMSAA2xOB] Hash=0e64829abaa41eb1 if y7 == 1 pre o7 = reference ResourceShadowCopy endif ;globlal illum border [ShaderOverrideGetShadowBPSMSAA2xOBKegetys] Hash=f29cd910a3f975bb if y7 == 1 pre o7 = reference ResourceShadowCopy endif ;globlal illum [ShaderOverrideGetShadowPSMSAA4xOB] Hash=aa8e674208a10d39 if y7 == 1 ; ResourceShadowCopy = copy ps-t5 o7 = reference ResourceShadowCopy endif [ShaderOverrideGetShadowPSMSAA4xOBKegetys] Hash=47c752317131274c if y7 == 1 ; ResourceShadowCopy = copy ps-t5 o7 = reference ResourceShadowCopy endif ;globlal illum border [ShaderOverrideGetShadowBPSMSAA4xOB] Hash=425bc1f68987a0bc if y7 == 1 o7 = reference ResourceShadowCopy endif [ShaderOverrideGetShadowBPSMSAA4xOBKegetys] Hash=f8bf05545900e96d if y7 == 1 o7 = reference ResourceShadowCopy endif ;------------------------------------------------------------------------ ; fix crater bug ;------------------------------------------------------------------------ ; seems to make fps tanked when craters [ShaderOverrideFlagTest1GS] Hash=fd3635f2588c582c if $fixCraterBug handling = skip endif [ShaderOverrideFlagTest2HS] Hash=b8b8603f8064852f if $fixCraterBug handling = skip endif [ShaderOverrideFlagTest3HS] Hash=77ea875a2826fea7 if $fixCraterBug handling = skip endif [ShaderOverrideFlagTest4DS] Hash=08c5f0b1a5656376 handling = skip [ShaderOverrideFlagTest5PS] Hash=3c1cd4265c96bd75 if $fixCraterBug handling = skip endif ; create 30 fps !! [ShaderOverrideFlagTest6VS] Hash=3d5a342fc3ed4baf if $fixCraterBug handling = skip endif ;[ShaderOverrideFlagTest7PS] ;Hash=bd234844c8e82a5c ;if $fixCraterBug ; handling = skip ;endif ;not found if no crater ; fd3635f2588c582c ; b8b8603f8064852f ; 77ea875a2826fea7 ; 08c5f0b1a5656376 ; 3c1cd4265c96bd75 ; 3d5a342fc3ed4baf ; bd234844c8e82a5c ; de42c60caed6454f GS ; 9394588fa746f16c HS ;------------------------------------------------------------------------ ; Debug ;------------------------------------------------------------------------ ; Custom stereo separation value while rendering objects using this shader. ;Separation=0 ; Custom stereo convergence value while rendering objects using this ; shader (e.g. convergence=0 will move an object to infinity). ;Convergence=0 ; don't draw anything using this shader. ;Handling=skip ; Use replaced shader only when there is/is not an active depth buffer (for UI filtering) ; Deprecated: use 'x = oD' instead, and test for negative zero in the shader with ; if (asint(IniParams[0].x) == asint(-0.0)) { /* depth inactive */ } else { /* depth active */ } ;depth_filter = depth_inactive ;depth_filter = depth_active ; Only use replaced shader when it is used in conjunction with a specific shader ; (e.g. to adjust a vertex shader ONLY when it is used with a specific pixel shader) ;partner=af7b880f07630615 ; Override a value from [Constants] when this shader is used: ;x=2.0 ; Pass the dimensions of the active render target and resolution (obtained with ; get_resolution_from) into the shader: ;x1=rt_width ;y1=rt_height ;z1=res_width ;w1=res_height ; Use t0 from active pixel shader for texture filtering. Will be 0 if no ; [TextureOverride*] section exists for the texture or 1 if one does. For advanced ; filtering, set a value for filter_index in the [TextureOverride] section. ; This also works with other slot types (like o0, oD, ib, etc). ;x2=ps-t0 ; Override the shader model to allow using newer features like Texture2DMS: ;model=vs_5_0 ; Activate a preset section when this shader override is in use. ;preset = 1 ; Enable/disable scissor clipping for this specific shader. This is an alias ; for "run = BuiltInCustomShaderDisableScissorClipping" ; or "run = BuiltInCustomShaderEnableScissorClipping" ;disable_scissor = 1 ; There's also support for copying textures, constant buffers, depth buffers, ; etc. from one shader to another. This is a complex topic - see this page: ; https://github.com/bo3b/3Dmigoto/wiki/Resource-Copying ;------------------------------------------------------------------------------------------------------ ; On the fly regular expression shader patching engine ;------------------------------------------------------------------------------------------------------ ; ; These sections define regular expressions to match against shaders and apply ; certain classes of fixes on the fly. Only assembly shaders are supported by ; this method for reliability and performance reasons. ; ; Every pattern must have a main section prefixed with ShaderRegex: ; ;[ShaderRegex1] ; shader_model is required and must be set to the types of shaders that this ; pattern will be applied against. Multiple shader models can be specified to ; match the pattern against multiple types. There are some differences in ; instructions between shader model 4 and 5 (such as in resource load ; instructions), so in some cases you may need separate patterns for each. ;shader_model = ps_4_0 ps_5_0 ; ; temps is used to give names to temporary registers that you will use in the ; pattern. 3DMigoto will identify free register numbers and automatically ; adjust dcl_temps as required. ;temps = stereo tmp1 ; ; This main section also acts as a command list so that you can define actions ; that will be applied on every matching shader, just as you would on any other ; command list enabled section, such as ShaderOverride, Present, etc. ; ; ; The next section of interest is the regular expression pattern. If this ; section is omitted than every shader of with matching shader_model will be ; matched (and have the command lists and InsertDeclarations processed). The ; first part of the section name must match the main ShaderRegex section you ; defined above, and it ends with ".Pattern". The regular expression grammar ; that we support is PCRE2, which is largely compatible with the powerful Perl ; and Python grammars. You can find the syntax reference here, but generally ; speaking any regular expression tutorial will give you a good primer: ; ; http://www.pcre.org/current/doc/html/pcre2syntax.html ; ; Note that since this is parsed in an ini file that blank lines and ini ; comments are ignored, and preceding and trailing whitespace from each line ; will be stripped, so if you need to match an indented line you will need to ; explicitly match the whitespace at the start of the line with \s* ; You should also use \n to match the newline character at the end of each ; line. This should not be confused with extended mode activated by the (?x) ; switch, which will ignore *all* whitespace to allow complex patterns to be ; broken up for clarity. ; ; Multiline matching is enabled by default, as is case insensitivity (due to ; differences in the capitalisation produced by different versions of the ; disassembler), but PCRE2 provides switches for most of these options if you ; need something else. ; ; This is an example of how you might match a matrix multiply in a shader, and ; uses Python style named capture groups to pull out the registers and swizzles ; of the X and Z coordinates, and another named capture group to verify that ; the register used in the div instruction matches the one used in the multiply: ; ;[ShaderRegex1.Pattern] ;mul r\d+\.xyzw, r\d+\.yyyy, cb0\[28\]\.xyzw\n ;mad r\d+\.xyzw, (?Pr\d+)\.(?P[xyzw])[xyzw]{3}, cb0\[27\]\.xyzw, r\d+\.xyzw\n ;mad r\d+\.xyzw, (?Pr\d+)\.(?P[xyzw])[xyzw]{3}, cb0\[29\]\.xyzw, r\d+\.xyzw\n ;add (?Pr\d+)\.xyzw, r\d+\.xyzw, cb0\[30\]\.xyzw\n ;div r\d+\.[xyzw]{2}, (?P=result)\.[xyzw]{4}, r\d+\.wwww\n ; ; ; The next section specifies how to modify the matched pattern. Again the name ; must begin with the same name as the main section, and end in ; ".Pattern.Replace" (there is a reason the replacement is associated with the ; pattern, but that's coming soon). You can (and I highly encourage that you ; do) use named capture groups in the above pattern and substitute them in ; here. Temporary registers that you defined in the main ShaderRegex section ; are also available here with the same syntax as named capture groups. Use ; ${0} to indicate where the matched pattern goes, allowing you to insert code ; before and/or after it, or use additonal capture groups to insert code in the ; middle. Extended substitution is enabled in PCRE2, which among other things ; makes \n insert a newline. ; ;[ShaderRegex1.Pattern.Replace] ;\n ;// UE4 shadow correction:\n ;ld_indexable(texture2d)(float,float,float,float) ${stereo}.xyzw, l(0, 0, 0, 0), t125.xyzw\n ;add ${tmp1}.x, ${pos_z}.${swizzle_z}, -${stereo}.y\n ;mad ${pos_x}.${swizzle_x}, -${tmp1}.x, ${stereo}.x, ${pos_x}.${swizzle_x}\n ;\n ;${0} ; ; ; The final section allows you to insert new declarations into the shader, and ; 3DMigoto will check that this declaration has not already been inserted ; first. Typically this is used to get access to StereoParams in t125: ; ;[ShaderRegex1.InsertDeclarations] ;dcl_resource_texture2d (float,float,float,float) t125 ;------------------------------------------------------------------------------------------------------ ; texture / render target manipulations ;------------------------------------------------------------------------------------------------------ ; ; NOTE: If you are trying to match a texture the same size as the resolution (or ; a /2, x2, x4 or x8 multiple), you should confirm that the same hash is used ; on different resolutions, and adjust get_resolution_from if necessary. ; ; NOTE: If you find a texture hash seems to change inconsistently, try enabling ; track_texture_updates in the [Rendering] section. ; ;[TextureOverride1] ;Hash=c3e55ebd ; NVidia stores surface creation mode heuristics in the game profile. setting ; this option overrides the creation mode for a given texture / buffer. ; 0 = NVAPI_STEREO_SURFACECREATEMODE_AUTO - use driver registry profile settings. ; 1 = NVAPI_STEREO_SURFACECREATEMODE_FORCESTEREO - create stereo surface. ; 2 = NVAPI_STEREO_SURFACECREATEMODE_FORCEMONO - create mono surface. ;StereoMode=2 ;[TextureOverride2] ;Hash = e27b9d07 ; Prevent the game reading from this texture - will give the game a blank ; buffer instead. Used to prevent CryEngine games falsely culling objects. Use ; the frame analysis log and look for MapType:1 to identify possible hashes. ;deny_cpu_read=1 ; Expand the region copied to this texture with CopySubresourceRegion (similar ; issue to rasterizer_disable_scissor). Used to solve issues with transparent ; refraction effects (like glass) in CryEngine games. ;expand_region_copy=1 ;[TextureOverrideUAVNotRT] ; Example of fuzzy matching based on attributes instead of hash. Provides an ; alternative to driver heuristics that we have more precise control over. ;match_type = Texture2D ;match_width = height * 16 / 9 ;match_height = !res_height ;match_msaa = >1 ;match_bind_flags = +unordered_access -render_target ;match_priority = -1 ;StereoMode = 2 [ClearRenderTargetView] ;copy here ResourceLabelMaskCache as workaround for overwriting of ResourceLabelMask ; if $labelMaskFlag == 1 || $colorFlag == 1 || $debugFlag == 1 ; ResourceLabelMaskCache = copy ResourceLabelMask ; clear = ResourceLabelMask ; endif ;------------------------------------------------------------------------------------------------------ ; Example of settings override by mouse button configuration ; Mapping of from game provided hard coded convergence values to custom values ; Those are values for L.A. Noir ; Example of settings override by mouse button configuration ;------------------------------------------------------------------------------------------------------ ;[ConvergenceMap] ;Map1=from 3e99999a to 0.3 ;Map2=from 3f800000 to 1.0 ;Map3=from 3f666666 to 0.9 ;------------------------------------------------------------------------------------------------------ ; Updates the game's driver profile on launch. ; ; Any changes here will require the user to OK a UAC prompt the first time they ; run the game, but the DLL tries to only do that if it is actually required. ;------------------------------------------------------------------------------------------------------ [Profile] ; This setting should always be added to a profile - it is required for a ; number of other settings to work, as well as allowing the convergence to be ; saved. If you are customising a profile you should **always uncomment this**: ;StereoProfile = 1 ; ; This setting enables stereo compute shaders (0x00004000), which is required ; to fix a lot of "one eye" type rendering issues in many DX11 games, and ; allows stereo2mono and the side-by-side / top-and-bottom output modes to work ; in SLI (0x00000008): ;StereoFlagsDX10 = 0x00004008 ; ; This sets the default convergence in the profile. Note that 3DMigoto will ; happily override the default value from the driver, but will only override ; the user's custom convergence if it has another reason to update the profile, ; such as a change to another setting (adding a version tag to the Comments ; setting would be one way to force an update): ;StereoConvergence = 0.5 ; ; This changes the green text that the driver displays, and is a good place to ; put any reminders to display to the user or just take some credit: ;Comments = "Such and such 3D fix by an awesome modder. Disable motion blur!" ; ; Change the rating: "0": 3D Vision Ready, "1": Excellent, "2": Good, ; "3": Fair, "4": Not Recommended ;Compat = "0" ; ; If you have added some comments, you probably want to force the green text to ; show up when the game is next run. Note that like convergence, 3DMigoto will ; only override a user setting here if something else has also been updated ; (such as Comments), so this will usually only show up the first time a user ; runs the game after installing the fix (be sure to enable StereoProfile). ;StereoMemoEnabled = 1 ; ; Disable compatibility mode to make sure users are seeing the real deal. Like ; convergence, 3DMigoto will respect the users custom settings here: ;Disable2DD = 1 ; ; Put a reminder in the green text of compatibility mode that they are not ; seeing the real deal: ;2DD_Notes = "Compatibility mode is enabled. To use the fix, please disable it with Ctrl+Alt+F11" ; ; These two options change which constant buffers the driver uses to pass the ; separation and convergence to any Vertex and Domain shaders it has modified. ; The default value is 12, and you may need to change it if the game already ; uses that constant buffer for any purpose, which should be apparent as you ; will see 2D geometry on any shader that uses this. You should avoid using ; these constant buffers yourself unless you understand the nuances involved. ;DX10VSCBNumber = 12 ;DX10DSCBNumber = 12 ; ; If a setting doesn't have a name or you don't know what it is (check the ; d3d11_log.txt for the names of all settings in this profile), you can use the ; hex ID (in fact, you can even paste a complete profile from Geforce Profile ; Manager - just be sure to delete any corrupt string settings if you do): ;0x1033cec2 = 0x00000002 ; ; There are many more options, and we have tried to document them here - ; *please* edit this page if you figure out anything new: ; http://wiki.bo3b.net/index.php?title=Driver_Profile_Settings ;------------------------------------------------------------------------------------------------------ ; This section defines a shortcut for unbinding all render and depth targets, ; which is commonly needed in [CustomShader] sections since all bound render ; and depth targets *must* be the same size, and leaving something else bound ; is a sure way for things to go weirdly wrong. Call it from any section that ; supports a command list with 'run = CommandListUnbindAllRenderTargets' after ; you have copied any state you need from these and before binding your own. ;------------------------------------------------------------------------------------------------------ ; [CommandListUnbindAllRenderTargets] ; run = BuiltInCommandListUnbindAllRenderTargets ; [ClearRenderTargetView] ; w7 = w7 + 1 ;------------------------------------------------------------------------------------------------------ ; Commands to run from the Present call at the start/end of each frame ; ; Useful to clear custom resources or ini params at the start of each frame, or ; to run a custom shader to do whatever you can dream up. The post keyword will ; make an action run at the start of a frame instead of the end - as general ; guideline you want overlays drawn at the end of a frame and resources cleared ; at the start of a new frame. ;------------------------------------------------------------------------------------------------------ [Present] ;default eye post $EyeDrawnFlag = 0 post $flagMask = 0 post clear = ResourceLabelMask ; to handle case where depthmap is used instead of o7 post $backupMasking = 0 ;initialize variables to be passed to shaders post $optimRadio = 0 ;technical post y2 = $VRFlag post w6 = $setupFlag post x7 = $\users_settings\user_keymapping_setup.ini\setupMode post w1 = $\users_settings\user_keymapping_setup.ini\incrementClass ;mask & labels post z2 = $debugFlag post z5 = $cutOff ;color changes post x3 = $\users_settings\user_keymapping_setup.ini\colorMode post x = $\users_settings\user_keymapping_setup.ini\cockpitColorAdd post y = $\users_settings\user_keymapping_setup.ini\cockpitColorMul post z = $\users_settings\user_keymapping_setup.ini\cockpitColorSat post w = $\users_settings\user_keymapping_setup.ini\extColorAdd post x1 = $\users_settings\user_keymapping_setup.ini\extColorMul post y1 = $\users_settings\user_keymapping_setup.ini\extColorSat ;sharpen post y3 = $\users_settings\user_keymapping_setup.ini\sharpenFlag post z4 = $\users_settings\user_keymapping_setup.ini\sharpenValue post w4 = $\users_settings\user_keymapping_setup.ini\sharpenLuma post x4 = $\users_settings\user_keymapping_setup.ini\sharpenExtValue post y4 = $\users_settings\user_keymapping_setup.ini\sharpenExtLuma post x8 = $\users_settings\user_keymapping_setup.ini\sharpenHUDValue post y8 = $\users_settings\user_keymapping_setup.ini\sharpenHUDLuma post z8 = $\users_settings\user_keymapping_setup.ini\sharpenMFDValue post w8 = $\users_settings\user_keymapping_setup.ini\sharpenMFDLuma ; cockpit glass reflect post z7=$\users_settings\user_keymapping_setup.ini\diffuseFactor post w7=$\users_settings\user_keymapping_setup.ini\reflectFactor ;misc post x2 = $\users_settings\user_keymapping_setup.ini\labelMaskFlag if $nightMode post w2 = $\users_settings\user_keymapping_setup.ini\nightDim else post w2 = 1.0 endif post w3 = $\users_settings\user_keymapping_setup.ini\atmHaze post y7 = $\users_settings\user_keymapping_setup.ini\FlatShadow ;messages post w5 = $displayRadioMap ;AV8B ; post z3 = $\users_settings\user_keymapping_setup.ini\AV8NightMFD ; pre $AV8BFlag = 0 post $HUDFlag = 0 ;NVG post x6 = $\users_settings\user_keymapping_setup.ini\NVGScale post y6 = $\users_settings\user_keymapping_setup.ini\NVGConv post z6 = $\users_settings\user_keymapping_setup.ini\NVGConvView ;FXAA post z3 = $FXAA_EDGE_THRESHOLD ; post w6 = $\users_settings\user_keymapping_setup.ini\NVGSetFlag ; works for non VR ; post ResourceLabelMask = copy_desc bb ; works also for non VR ; post ResourceLabelMask = set_viewport bb ; post ResourceLabelMask = copy_desc ResourceReplaceTexture0 ; post clear = ResourceLabelMask ; Example: Clear an ini param at the start of each frame: ;post x = 0 ; Example: Undefine a custom resource until something is copied into it: ;post ResourceDepthBuffer = null ; Example: Clear a custom resource with black/zero at the start of each frame ; (beware that driver bugs may mean only one eye is cleared in some cases): ;post clear = ResourceFoo ; If you are looking for CustomShader3DVision2SBS, CustomShaderSoftwareMouse or ; CustomShaderUpscale, these are now enabled in the [Include] section at the ; top of this file instead. The other options related to these are still in ; the same place. [ResourceLabelMask] ; max_copies_per_frame = 1 [ResourceLabelMaskCache] ; max_copies_per_frame = 1 [ResourceLabelMaskCopy] [ResourceReplaceHelper] filename = ReplacementTextures\zoom_settings.dds [ResourceCursorCoordinates] max_copies_per_frame = 1 [ResourceSunIntensity] max_copies_per_frame = 1 [ResourceRadioCopy] ; max_copies_per_frame = 1 [ResourceMapCopy] ; max_copies_per_frame = 1 [ResourceShadowCopy] ; max_copies_per_frame = 1 [ResourceHUD]