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A generic post-processing injector for games and video software. Need for Speed edition

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FORK NOTE

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.

NFS Tweak Menu note

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)

ORIGINAL DESCRIPTION

ReShade

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.

Building

You'll need Visual Studio 2017 or higher to build ReShade and Python for the gl3w dependency.

  1. Clone this repository including all Git submodules
  2. Open the Visual Studio solution
  3. Select either the 32-bit or 64-bit target platform and build the solution.
    This will build ReShade and all dependencies. To build the setup tool, first build the Release configuration for both 32-bit and 64-bit targets and only afterwards build the Release 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

Contributing

Any contributions to the project are welcomed, it's recommended to use GitHub pull requests.

License

All source code in this repository is licensed under a BSD 3-clause license.

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A generic post-processing injector for games and video software. Need for Speed edition

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