This is a special build of ReShade catered to NFS games made by EA Black Box.
It set to render before FrontEnd graphics, so the UI isn't affected by post-processing effects.
Also is included a special "NFS Tweaks" menu which contains a set of special and debugging features designed to manipulate the game in various ways (some of which are ported straight from the debug builds).
A LOT is left on the todo list, such as merging with the latest branch of ReShade and adding a bunch of more features, but the biggest one so far is getting dear imgui to render before FrontEnd.
I must stress one caveat - this menu is not designed to babysit the user. It is designed to be a debug menu alternative.
By that I mean the features within the menu can crash your game and I will not consider this to be a bug. (Unless the implementation of the feature is wrong, which there will probably be cases of)
This is a generic post-processing injector for games and video software. It exposes an automated way to access both frame color and depth information and a custom shader language called ReShade FX to write effects like ambient occlusion, depth of field, color correction and more which work everywhere.
The ReShade FX shader compiler contained in this repository is standalone, so can be integrated into other projects as well. Simply add all source/effect_*.*
files to your project and use it similar to the fxc example.
You'll need Visual Studio 2017 or higher to build ReShade and Python for the gl3w
dependency.
- Clone this repository including all Git submodules
- Open the Visual Studio solution
- Select either the
32-bit
or64-bit
target platform and build the solution.
This will build ReShade and all dependencies. To build the setup tool, first build theRelease
configuration for both32-bit
and64-bit
targets and only afterwards build theRelease Setup
configuration (does not matter which target is selected then).
A quick overview of what some of the source code files contain:
File | Description |
---|---|
dll_log.cpp | Simple file logger implementation |
dll_main.cpp | Main entry point and test application when building for debug |
dll_resources.cpp | Access to DLL resource data (e.g. built-in shaders) |
effect_lexer.cpp | Lexical analyzer for C-like languages |
effect_parser.cpp | Parser for the ReShade FX shader language |
effect_preprocessor.cpp | C-style preprocessor implementation |
hook.cpp | Wrapper around MinHook which tracks associated function pointers |
hook_manager.cpp | Automatic hook installation based on DLL exports |
input.cpp | Keyboard and mouse input management and window message queue hooks |
runtime.cpp | Core ReShade runtime including effect and preset management |
runtime_gui.cpp | Overlay GUI and everything related to that |
d3d9/runtime_d3d9.cpp | Effect runtime implementation for D3D9 |
d3d10/runtime_d3d10.cpp | Effect runtime implementation for D3D10 |
d3d11/runtime_d3d11.cpp | Effect runtime implementation for D3D11 |
d3d12/runtime_d3d12.cpp | Effect runtime implementation for D3D12 |
opengl/runtime_gl.cpp | Effect runtime implementation for OpenGL |
vulkan/runtime_vk.cpp | Effect runtime implementation for Vulkan |
Any contributions to the project are welcomed, it's recommended to use GitHub pull requests.
All source code in this repository is licensed under a BSD 3-clause license.