Difference between revisions of "User:3d4dd"
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In lesson 0 I have posted a screenshot with halo issues caused by water surfaces. Now I wanted to see if I already can fix these issues using the prime directive. | In lesson 0 I have posted a screenshot with halo issues caused by water surfaces. Now I wanted to see if I already can fix these issues using the prime directive. | ||
Finding the relevant PS and VS for the issue was very easy as the texture for the water surface and so the issue disappeared. | Finding the relevant PS and VS for the issue was very easy as the texture for the water surface and so the issue disappeared. | ||
+ | |||
PS F6D9C43C: | PS F6D9C43C: | ||
<nowiki> | <nowiki> | ||
− | // when disabled water clear, texture and issue removed | + | // when disabled water clear, water texture and halo issue removed |
// Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022 | // Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022 | ||
// | // |
Revision as of 10:13, 29 September 2014
Lesson 0
Thank You for the lesson!
I've got the full version of The Ball so I don't know if there are also levels in the demo that contain water surfaces like these. I hope that we will learn how to fix this common issue in UR3 games, too ;)
Lesson 1
// // Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022 // // Parameters: // // float4 AmbientColorAndSkyFactor; // float4 MinZ_MaxZRatio; // sampler2D Texture2D_0; // sampler2D Texture2D_1; // sampler2D Texture2D_2; // sampler2D Texture2D_3; // sampler2D Texture2D_4; // sampler2D Texture2D_5; // sampler2D Texture2D_6; // sampler2D Texture2D_7; // sampler2D Texture2D_8; // float UniformPixelScalar_23; // float UniformPixelScalar_24; // float UniformPixelScalar_5; // float UniformPixelScalar_6; // float4 UniformPixelVector_0; // float4 UniformPixelVector_1; // float4 UniformPixelVector_10; // float4 UniformPixelVector_11; // float4 UniformPixelVector_12; // float4 UniformPixelVector_13; // float4 UniformPixelVector_14; // float4 UniformPixelVector_15; // float4 UniformPixelVector_16; // float4 UniformPixelVector_17; // float4 UniformPixelVector_18; // float4 UniformPixelVector_2; // float4 UniformPixelVector_3; // float4 UniformPixelVector_4; // float4 UniformPixelVector_5; // float4 UniformPixelVector_6; // float4 UniformPixelVector_7; // float4 UniformPixelVector_8; // float4 UniformPixelVector_9; // // // Registers: // // Name Reg Size // ------------------------ ----- ---- // UniformPixelVector_0 c0 1 // MinZ_MaxZRatio c2 1 // UniformPixelVector_1 c4 1 // UniformPixelVector_2 c5 1 // UniformPixelVector_3 c6 1 // UniformPixelVector_4 c7 1 // UniformPixelVector_5 c8 1 // UniformPixelVector_6 c9 1 // UniformPixelVector_7 c10 1 // UniformPixelVector_8 c11 1 // UniformPixelVector_9 c12 1 // UniformPixelVector_10 c13 1 // UniformPixelVector_11 c14 1 // UniformPixelVector_12 c15 1 // UniformPixelVector_13 c16 1 // UniformPixelVector_14 c17 1 // UniformPixelVector_15 c18 1 // UniformPixelVector_16 c19 1 // UniformPixelVector_17 c20 1 // UniformPixelVector_18 c21 1 // UniformPixelScalar_5 c22 1 // UniformPixelScalar_6 c23 1 // UniformPixelScalar_23 c24 1 // UniformPixelScalar_24 c25 1 // AmbientColorAndSkyFactor c26 1 // Texture2D_0 s0 1 // Texture2D_1 s1 1 // Texture2D_2 s2 1 // Texture2D_3 s3 1 // Texture2D_4 s4 1 // Texture2D_5 s5 1 // Texture2D_6 s6 1 // Texture2D_7 s7 1 // Texture2D_8 s8 1 // ps_3_0 def c1, 0.75, -9.99999997e-007, 6, -0.333299994 def c3, 0.666700006, 1.5, 0.0250000004, 4 def c27, 5, 0.5, 6.28318548, -3.14159274 def c28, 0.200000003, 0.100000001, 10, 0.800000012 def c29, 0.300000012, 0.589999974, 0.109999999, 0.600000024 def c30, 1.5, 0.649999976, 0, 0 def c31, 0.5, -0.5, 8, 17 def c32, 2, -1, -0.5, 0 def c33, 1.25, 1, 0, 0 def c34, 9, 0.5, 0.200000003, 0.100000001 def c35, 0.450000018, 100, 90, 0.100000001 def c36, 0.816496611, 0.577350259, 0, 0 def c37, -0.707106769, -0.408248305, 0.577350259, 0.707106769 dcl_texcoord2_pp v0.xyz dcl_texcoord3_pp v1.xyz dcl_texcoord5 v2.w dcl_texcoord6 v3.xyz dcl_color v4.xyz dcl_color1 v5 dcl_texcoord v6 dcl_2d s0 dcl_2d s1 dcl_2d s2 dcl_2d s3 dcl_2d s4 dcl_2d s5 dcl_2d s6 dcl_2d s7 dcl_2d s8 mul r0.xy, c1.x, v6 texld r0, r0, s8 add r0.y, r0_abs.x, c1.y pow r1.x, r0_abs.x, c25.x cmp r0.y, r0.y, r1.x, c32.w lrp r1.x, c24.x, r0.y, r0.x mul r0.x, r1.x, c24.x mul_sat r0.x, r0.x, c1.z add r0.x, r0.x, c1.w mov r1, c32 add r0.y, r1.y, c24.x cmp r0, r0.y, c3.x, r0.x texkill r0 mov r0.y, c3.y mad r0.xy, v6, r0.y, c11 texld r0, r0, s2 mad r0.xz, v6.xyyw, r1.x, c12.xyyw texld r2, r0.xzzw, s2 mul r0.x, r2.y, c3.z mad r0.x, r0.y, r2.y, r0.x add r0.yz, c9.xxyw, v6.xxyw texld r2, r0.yzzw, s2 mad r0.yz, v6.xxyw, -r1.z, c10.xxyw texld r3, r0.yzzw, s2 mul r0.y, r2.x, r3.x mad r0.x, r0.y, c3.w, r0.x mul r0.xyz, r0.x, c8 mov r1.x, c23.x mul r0.w, r1.x, c13.x mad r0.w, r0.w, c27.x, c27.y frc r0.w, r0.w mad r0.w, r0.w, c27.z, c27.w sincos r2.y, r0.w mul r2.xyz, r0, r2.y mad r0.xyz, r2, c32.z, r0 nrm_pp r2.xyz, v4 nrm_pp r3.xyz, v5 mul_pp r4.xyz, r2.yzxw, r3.zxyw mad_pp r4.xyz, r3.yzxw, r2.zxyw, -r4 mul r4.xyz, r4, v5.w mov r5.y, r4.z dp3 r4.y, r4, c19 mov_pp r5.x, r2.z dp3 r4.x, r2, c19 mov_pp r5.z, r3.z dp3 r0.w, r5, r5 rsq r0.w, r0.w mul r0.w, r0.w, r5.z dp3 r4.z, r3, c19 mad r0.w, r0.w, c29.w, c29.w mul r1.x, r0_abs.w, r0_abs.w add r0.w, r0_abs.w, c1.y mul r1.x, r1.x, r1.x mul r1.x, r1.x, r1.x mul r1.x, r1.x, c3.w cmp r0.w, r0.w, r1.x, c32.w min r1.x, r0.w, c28.w dp3 r0.w, r4, r4 rsq r0.w, r0.w mul r0.w, r0.w, r4.z mad r0.w, r0.w, c31.y, c31.x add r2.x, r0_abs.w, c1.y mul r0.w, r0_abs.w, r0_abs.w mul r0.w, r0.w, r0.w mul r0.w, r0.w, r0.w mul r0.w, r0.w, c3.w cmp r0.w, r2.x, r0.w, c32.w min r2.x, r0.w, c28.w add r0.w, -r2.x, -c32.y mad r0.w, c20.x, r0.w, r2.x mad r2.xy, v6.wzzw, c31.x, c31.y dp2add r3.x, c17, r2, r1.w dp2add r3.y, c18, r2, r1.w add r2.xy, r3, -c32.z texld r2, r2, s6 add r2.xyz, r2, c30 mov r3.yzw, c32_abs.xyxw texld r4, v6, s3 dp3 r2.w, r4, c29 mul r3.x, r2.w, c28.z mul r2.xyz, r2, r3.xyxw mul r2.xyz, r2, r3.zxww mul r2.xyz, r0.w, r2 add r3.xy, v6, v6 nrm r5.xyz, v3 mad r3.xy, r5, c35.x, r3 texld r3, r3, s4 mul r3.xyz, r3.y, c35.yzzw max r6.xyz, r4_abs, -c1.y log r7.x, r6.x log r7.y, r6.y log r7.z, r6.z mul r6.xyz, r7, c3.y exp r7.x, r6.x exp r7.y, r6.y exp r7.z, r6.z mad r3.xyz, r3, r7, r4 texld r6, v6, s5 mul r3.xyz, r3, r6.x mul r7.xyz, r4, c28.xyyw mad r3.xyz, r3, c35.w, r7 mad r3.xyz, r6.z, c15, r3 mad r2.xyz, c16.x, r2, r3 mul r3.xyz, r4, c32_abs mad r2.xyz, r1.x, r3, r2 mul r0.w, r4.w, c21.x mad r2.xyz, r0.w, c32_abs.xzww, r2 mad r0.xyz, c14.x, r0, r2 add_pp r0.xyz, r0, c0 mad r0.w, r5.z, -c33.x, c33.y cmp r0.w, r5.z, r0.w, -c32.y mul r1.x, r0_abs.w, r0_abs.w mul r1.x, r1.x, r1.x mul r1.x, r0_abs.w, r1.x add r0.w, r0_abs.w, c1.y mad r2.xyz, r4, c34.x, c34.yzww mul r2.xyz, r1.x, r2 cmp r2.xyz, r0.w, r2, c32.w add r2.xyz, r2, r4 add r3.xyz, -r1.y, -c0 mul_pp r2.xyz, r2, r3 mul_pp r3.xyz, r2, v0 mad r1.xy, c22.x, v6, r1.z dp2add r4.x, c5, r1, r1.w dp2add r4.y, c6, r1, r1.w add r1.xy, r4, -c32.z texld r1, r1, s1 mad r1.xyz, r1, c32.x, c32.y mul r1.xyz, r1, c7 texld r4, v6, s0 mad r4.xyz, r4, c32.x, c32.y mad_pp r1.xyz, r4, c4, r1 nrm_pp r4.xyz, r1 dp3 r0.w, r4, r5 mul r1.xyz, r0.w, r4 mad r1.xyz, r1, c32.x, -r5 dp2add_sat_pp r5.x, r1.yzzw, c36, c36.z dp3_sat_pp r5.y, r1, c37 dp3_sat_pp r5.z, r1.yzxw, c37.yzww max r1.xyz, r5, -c1.y log r5.x, r1.x log r5.y, r1.y log r5.z, r1.z mad_pp r0.w, r6.x, c31.z, c31.w mul r1.xyz, r6.y, c32_abs.xzww mul r5.xyz, r5, r0.w exp_pp r6.x, r5.x exp_pp r6.y, r5.y exp_pp r6.z, r5.z dp3_pp r0.w, v1, r6 texld r5, v6, s7 mad_pp r1.xyz, r5, c3.w, r1 mul_pp r1.xyz, r1, v0 mul_pp r1.xyz, r0.w, r1 dp2add_sat_pp r5.x, r4.yzzw, c36, c36.z dp3_sat_pp r5.y, r4, c37 dp3_sat_pp r5.z, r4.yzxw, c37.yzww mul_pp r4.xyz, r5, r5 max_pp r5.xyz, r4, -c1.y dp3_pp r0.w, v1, r5 mad_pp r1.xyz, r3, r0.w, r1 add_pp r0.xyz, r0, r1 mad_pp oC0.xyz, r2, c26, r0 rcp r0.x, v2.w mad_pp oC0.w, c2.x, r0.x, c2.y // approximately 188 instruction slots used (12 texture, 176 arithmetic)
Seems to work ;)
Lesson 2
Before:
After:
Finger exercise: making the menu transparent
PS C7F15869:
ps_3_0 def c1, -1, 9.99999997e-007, 0, 0 // define constant with 0.1 def c2, 0.1, 0, 0, 0 dcl_texcoord v0.xy dcl_texcoord1 v1 dcl_2d s0 texld r0, v0, s0 dp4 r0.w, r0, c0 mul r0, r0, v1 mov_sat r1.xyz, r0 max r2.xyz, r1, c1.y log r1.x, r2.x log r1.y, r2.y log r1.z, r2.z mul r1.xyz, r1, c4.x exp r2.x, r1.x exp r2.y, r1.y exp r2.z, r1.z mov r1.x, c4.x add r1.x, r1.x, c1.x cmp oC0.xyz, -r1_abs.x, r0, r2 // multiply alpha with 0.1 for more transparency mul r0.w, r0.w, c2.x mov oC0.w, r0.w
Lesson 3
Example for (partly) disabling light shafts in Mind: Path to Thalamus, addendum to the fix from eqzitara on http://helixmod.blogspot.de/2014/08/mind-path-to-thalamus.html
Code in [game folder]\Binaries\Win32\shaderoverride\pixelshaders\DX9Settings.ini (declaration of v key (key 1, values for 220.x) and b key (key 2, values for 220.y)):
[General] UseEndScene = false SkipSetScissorRect = true // addendum DefVSConst1 = 220 DefPSConst1 = 220 PresetsKeysList = 1;2; [VS5CF48237] CheckTexCRC = true ValForDefined = 0 ValNotDefined = 1 TexCounterReg = 251 UseDefinedOnly = false DefinedTexturesVS = 568A095C; // addendum [KEY1] Key = 86 Presets = 1;2; Type = 1 [PRES1] Const1 = 0x3f800000 [PRES2] Const1 = 0x00000000 [KEY2] Key = 66 Presets = 3;4; Type = 1 [PRES3] Const2 = 0x3f800000 [PRES4] Const2 = 0x00000000
Code in [game folder]\Binaries\Win32\shaderoverride\pixelshaders\B845A430.txt
// Light shafts ps_3_0 //def c220, Const1, Const2, Const3, Const4 def c200, 0, 1, 0.0625, 0.5 // x=0 for comparison to Const1 and Const2 def c1, 4, 0, 0, 0 def c2, 0.5, 1.5, 0, 1 def c3, 0.300000012, 0.589999974, 0.109999999, -3 dcl_texcoord v0.xy dcl_texcoord1 v1.xy dcl_2d s0 dcl_2d s1 mov r0.zw, c7 mad r0.xy, v0, -r0.zwzw, c0 dp2add r0.x, r0, r0, c2.z rsq r0.x, r0.x rcp r0.x, r0.x mul_sat r0.x, r0.x, c2.x mov r1.xy, c2 mad r0.y, c8.w, -r1.x, r1.y texld_pp r1, v0, s1 mul_pp r0.z, r1.w, r1.w mul_pp r1.xyz, r1, c9 lrp r1.w, r0.z, r0.y, c8.w lrp r2.x, r0.x, c2.w, r1.w add r0.x, -r2.x, c2.w mul r0.y, c10.x, c10.x mul r0.y, r0.y, c10.x mad_pp oC0.w, r0.y, r0.x, r2.x texld_pp r0, v1, s0 dp3_pp r0.x, r0, c3 mul_pp r0.x, r0.x, c3.w exp_pp r0.x, r0.x mul_sat_pp r0.x, r0.x, c11.x mul r0.xyz, r0.x, r1 mul_pp oC0.xyz, r0, c1.x // v-key: if Const1 = 1 change color to black (=invisible), else leave it on mov r30.x, c220.x if_eq r30.x, c200.y mov oC0.xyz, c200.xxx endif // b-key: if Const2 = 1 change alpha to 1, else leave it on mov r30.y, c220.y if_eq r30.y, c200.y mov oC0.w, c200.y endif
Before (bright sun: "hard" (color) light shafts cause issues):
v-Key: "hard" (color) light shafts disabled, "soft" (alpha) light shafts still enabled
v-Key snd b-key: light shafts completely disabled
Before (low sun: "soft" (alpha) light shafts cause issues):
b-Key: "soft" (alpha) light shafts disabled, "hard" (color) light shafts still enabled
Update: Thanks to DarkStarSword the shader could be fixed ;)
Lesson 4
Used 2 hotkeys to toggle bloom effect on the ball (v) independent from the more mild fog (b)
DX9Settings.ini:
[General] // UseRenderedShaders=true is nearly always useful, because it trims the // list of shaders seen while hunting down to just those active in the // current scene. Disable this only if you get crashes during hunting. UseRenderedShaders=true // DumpAll will generate ASM text files for every shader seen by the game. // This is usually worth doing once, but not useful for every run. DumpAll=false // Constant registers that will arrive in Vertex and Pixel Shaders, as // c220. The constants below will be assigned, based on the key preset. DefVSConst1 = 220 DefPSConst1 = 220 // The PresetKeysList specifies which KEYs will be used. // Multiple keys lists are supported. PresetsKeysList = 1;2; // KEY1 = v toggles Presets = 1 and 2 for c220.x // KEY2 = b toggles Presets = 1 and 2 for c220.y // that v should act as a toggle. And toggle // Type=1 is toggle, Type=2 is momentary. [KEY1] Key = 86 Presets = 1;2; Type = 1 [KEY2] Key = 66 Presets = 3;4; Type = 1 // Constants that will be sent to every shader through constant register c220. // The Const1 tells us that we'll need to use c220.x to compare against these // values. Const2 will be seen as c220.y. // 0x3f800000 is 1.0 in floating point hex, 0x00000000 is 0.0 in hex [PRES1] Const1 = 0x3f800000 [PRES2] Const1 = 0x00000000 [PRES3] Const2 = 0x3f800000 [PRES4] Const2 = 0x00000000
Code in one of the fog shaders, e.g. F894AEE4.txt
// Fog in start menu // Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022 // // Parameters: // // float4 MinZ_MaxZRatio; // sampler2D SceneColorTexture; // float4 ScreenPositionScaleBias; // sampler2D Texture2D_0; // sampler2D Texture2D_1; // sampler2D Texture2D_2; // sampler2D Texture2D_3; // float UniformPixelScalar_17; // float UniformPixelScalar_18; // float UniformPixelScalar_20; // float UniformPixelScalar_21; // float4 UniformPixelVector_0; // float4 UniformPixelVector_1; // float4 UniformPixelVector_2; // float4 UniformPixelVector_3; // float4 UniformPixelVector_4; // // // Registers: // // Name Reg Size // ----------------------- ----- ---- // UniformPixelVector_0 c0 1 // ScreenPositionScaleBias c1 1 // MinZ_MaxZRatio c2 1 // UniformPixelVector_1 c4 1 // UniformPixelVector_2 c5 1 // UniformPixelVector_3 c6 1 // UniformPixelVector_4 c7 1 // UniformPixelScalar_17 c8 1 // UniformPixelScalar_18 c9 1 // UniformPixelScalar_20 c10 1 // UniformPixelScalar_21 c11 1 // SceneColorTexture s0 1 // Texture2D_0 s1 1 // Texture2D_1 s2 1 // Texture2D_2 s3 1 // Texture2D_3 s4 1 // ps_3_0 //def c220, Const1, Const2, Const3, Const4 def c200, 0, 1, 0.0625, 0 // x=0 for comparison to Const2 def c3, 1.5, 1, 0.5, -1 def c12, 0, 2, 0.100000001, 1 def c13, 8, 0.800000012, 65503, 512 def c14, 512, -0.00100000005, 1000, 0 dcl_texcoord4 v0 dcl_texcoord5 v1.xyw dcl_texcoord6 v2.xyz dcl_texcoord v3.xy dcl_2d s0 dcl_2d s1 dcl_2d s2 dcl_2d s3 dcl_2d s4 nrm r0.xyz, v2 mad r0.xyz, r0.z, c12.xxyw, -r0 add r0.z, r0.z, c13.x mul r0.z, r0.z, c13.y rsq r0.z, r0.z mad r1.x, r0.x, r0.z, c3.z mad r0.xy, r0, r0.z, c3.z texld r0, r0, s4 mov r1.y, v3.y texld r1, r1, s3 mul r0.x, r0.x, r1.x mov r1.xy, c4 mad r0.yz, v3.xxyw, r1.xxyw, c5.xxyw texld r1, r0.yzzw, s1 mov r2.xy, c6 mad r0.yz, v3.xxyw, r2.xxyw, c7.xxyw texld r2, r0.yzzw, s2 mad r0.y, r1.y, r2.y, c12.z mad r0.y, r0.y, c3.x, c3.w mov r0.w, c12.w mad r0.y, c8.x, r0.y, r0.w mul r0.x, r0.x, r0.y mul r0.x, r0.x, c9.x mul r0.y, c10.x, v1.w min r1.x, r0.y, c12.w mul r0.x, r0.x, r1.x rcp r0.y, v1.w mul r0.yz, r0.y, v1.xxyw mad r0.yz, r0, c1.xxyw, c1.xwzw texld_pp r1, r0.yzzw, s0 min_pp r0.y, r1.w, c13.z mad r0.y, r0.y, c2.z, -c2.w rcp_pp r0.y, r0.y add r0.y, r0.y, -v1.w add r0.z, r0.w, -c11.x mul r0.w, r0.z, c13.w mad r0.z, r0.z, c14.x, c14.y rcp r0.w, r0.w cmp r0.z, r0.z, r0.w, c14.z mul_sat r0.y, r0.z, r0.y mul_pp oC0.w, r0.y, r0.x mov r0.xyz, c3 add_pp r0.xyz, r0, c0 mad_pp oC0.xyz, r0, v0.w, v0 // if Const2 = 0 disable effect, else leave it on mov r30.x, c220.y if_eq r30.x, c200.x mov oC0.xyzw, c200.wwww endif // approximately 46 instruction slots used (5 texture, 41 arithmetic)
Lesson 5
As I just had a look at The Sims 4 I've decided to use this game to make some experiments with the shaders. There is a strange "gap" at the edge of the lots. The ground is at correct depth but near the edge of the lot the texture is only rendered for one eye depending on the stereo settings and the distance:
I discovered that this issue appears as soons as You paint a ground texture (soil, cobblestone, etc.) on the lot. Without this painted textures and only the common ground grass texture present everything works fine:
I identified the PS (68D76126) used for some of the lots:
//lot painted, issue // Generated by shader LotTerrain.fx // // Parameters: // // float4 CascadeShadowParams[6]; // float4 ExteriorLightData[4]; // float4 ShaderDayNightParameters; // float3 SunCubeBasis[2]; // float4 g_lot_terrain_paint_ps_params; // float4 g_lot_terrain_spec_paint_ps_params; // float4 g_ssao_ps_apply_params[4]; // sampler2D samplerLightMap; // sampler2D samplerPaintTexture; // sampler2D samplerShadowMainMap; // sampler2D samplerSpecPaintTexture; // samplerCUBE samplerTerrainCubeMap; // sampler2D samplerblendMap; // sampler2D samplercolorMap; // sampler2D samplercolorMap2; // sampler2D samplercolorMap3; // sampler2D samplercolorMap4; // sampler2D samplerg_SsaoBuffer; // sampler2D samplerspecMap; // sampler2D samplerspecMap2; // sampler2D samplerspecMap3; // sampler2D samplerspecMap4; // float4 shadowTextureData; // float4 specScales; // // // Registers: // // Name Reg Size // ---------------------------------- ----- ---- // ExteriorLightData c6 4 // CascadeShadowParams c12 6 // g_ssao_ps_apply_params c18 2 // SunCubeBasis c20 2 // shadowTextureData c22 1 // ShaderDayNightParameters c23 1 // g_lot_terrain_paint_ps_params c24 1 // g_lot_terrain_spec_paint_ps_params c25 1 // specScales c26 1 // samplerg_SsaoBuffer s0 1 // samplerLightMap s1 1 // samplerPaintTexture s2 1 // samplerSpecPaintTexture s3 1 // samplercolorMap s4 1 // samplerShadowMainMap s5 1 // samplercolorMap2 s6 1 // samplercolorMap3 s7 1 // samplercolorMap4 s8 1 // samplerspecMap s9 1 // samplerspecMap2 s10 1 // samplerspecMap3 s11 1 // samplerspecMap4 s12 1 // samplerTerrainCubeMap s13 1 // samplerblendMap s14 1 // // // Default values: // // ExteriorLightData // c6 = { 0, 0, 0, 0 }; // c7 = { 0, 0, 0, 0 }; // c8 = { 0, 0, 0, 0 }; // c9 = { 0, 0, 0, 0 }; // // CascadeShadowParams // c12 = { 0, 0, 0, 0 }; // c13 = { 0, 0, 0, 0 }; // c14 = { 0, 0, 0, 0 }; // c15 = { 0, 0, 0, 0 }; // c16 = { 0, 0, 0, 0 }; // c17 = { 0, 0, 0, 0 }; // // g_ssao_ps_apply_params // c18 = { 0, 0, 0, 0 }; // c19 = { 0, 0, 0, 0 }; // // SunCubeBasis // c20 = { 0, 0, 0, 0 }; // c21 = { 0, 0, 0, 0 }; // // shadowTextureData // c22 = { 1024, 1024, 0.000976563, 0.000976563 }; // // ShaderDayNightParameters // c23 = { 1, 0, 0, 0 }; // // g_lot_terrain_paint_ps_params // c24 = { 0, 0, 0, 0 }; // // g_lot_terrain_spec_paint_ps_params // c25 = { 0, 0, 0, 0 }; // // specScales // c26 = { 0, 0, 0, 0 }; // ps_3_0 def c0, 1, -0, 0.25, 10 def c1, 1, 2, -1, 0.5 def c2, 8, 0.104999997, 0.335000008, 0.0599999987 dcl_color v0 dcl_texcoord1 v1.xy dcl_texcoord2 v2.xyz dcl_texcoord3 v3.xy dcl_texcoord4 v4.xy dcl_texcoord5 v5.xyz dcl_texcoord6 v6 dcl vPos.xy dcl_2d s0 dcl_2d s1 dcl_2d s2 dcl_2d s3 dcl_2d s4 dcl_2d s5 dcl_2d s6 dcl_2d s7 dcl_2d s8 dcl_2d s9 dcl_2d s10 dcl_2d s11 dcl_2d s12 dcl_cube s13 dcl_2d s14 texld r3, v1, s14 dp3 r0.w, r3, c1.x add_sat r3.w, -r0.w, c1.x texld r2, v4, s4 mov r5.w, r2.w texld r4, v4, s6 mov r5.z, r4.w texld r1, v4, s7 mov r5.y, r1.w texld r0, v4, s8 mov r5.x, r0.w mad r3, c1.y, r3, r5 add_sat r3, r3, c1.z dp4 r0.w, r3, c1.x rcp r0.w, r0.w mul r3, r3, r0.w mul r4.xyz, r4, r3.z mad r2.xyz, r2, r3.w, r4 mad r1.xyz, r1, r3.y, r2 mad r6.xyz, r0, r3.x, r1 mad r0.xy, vPos, c24, c24.zwzw texld r2, r0, s2 add r4.xy, v6.w, -c16.yxzw mov r0.xyz, c12 mad r0.xyz, v6, r0, c13 cmp r1.xyz, r4.y, r0, v6 mov r0.xyz, c14 mad r0.xyz, v6, r0, c15 cmp r0.xyz, r4.x, r0, r1 mad r4.zw, r0.z, c0.xyxy, c0.xyyx add r6.w, -r2.w, c1.x mov r1.zw, r4 mov r7.xyw, c1 mad r4.xy, c22.zwzw, -r7.w, r0 mov r5.zw, r1 add r0.xy, r4, c22.zwzw mov r0.zw, r5 texldp r0, r0, s5 mov r0.w, r0.x mad r5.xy, c22.zwzw, r7.yxzw, r4 texldp r5, r5, s5 mov r0.z, r5.x texldp r5, r4, s5 mov r0.x, r5.x mad r1.xy, c22.zwzw, r7, r4 texldp r1, r1, s5 mov r0.y, r1.x dp4 r1.z, r0, c0.z mad_sat r1.w, v6.w, c17.z, c17.w lrp r0.w, r1.w, c1.x, r1.z dp3_sat r4.w, v2, c7 min r1.z, r0.w, c1.x mul r1.w, r4.w, c0.w min r0.w, r1.w, r1.z mov r0.xyz, c9 add r0.xyz, -r0, c6 mad r2.xyz, r6, r6.w, r2 mad r4.xyz, r0.w, r0, c9 texld r0, v3, s1 mul r0.w, r0.w, c23.x lrp r1.xyz, r4.w, r4, c8 mul r0.w, r0.w, c2.x mad r4.xyz, r0, r0.w, r1 mad r0.xy, vPos, c18, c18.zwzw texld r0, r0, s0 mul r0.w, r0.x, r0.x lrp r1.w, c19.w, r0.w, r0.x mov r1.xyz, v2 dp3 r0.w, v5, r1 mad_sat r0.z, r1.w, c19.x, c19.y add r0.w, r0.w, r0.w mul r0.xyz, r4, r0.z mad r1.xyz, r1, -r0.w, v5 mul r2.xyz, r2, r0 dp3 r0.z, r1, c21 dp3 r0.x, r1, c20 dp3 r0.y, r1, c7 texld r0, r0, s13 dp3 r0.w, r0, r0 cmp r0.w, -r0.w, c0.y, c0.x mad r1.xy, vPos, c25, c25.zwzw texld r1, r1, s3 if_ne r0.w, -r0.w mul r3, r3, c26 texld r4, v4, s10 mul r0.w, r3.z, r4.y texld r4, v4, s9 mad r0.w, r3.w, r4.y, r0.w texld r4, v4, s11 mad r0.w, r3.y, r4.y, r0.w texld r4, v4, s12 mad r0.w, r3.x, r4.y, r0.w add r1.w, -r2.w, c1.x mad r0.w, r0.w, r1.w, r1.y mad r0.xyz, r0.w, r0, r2 else mov r0.xyz, r2 endif mov_sat r0.w, v0.w add r1.xyz, -r0, v0 mad oC0.xyz, r0.w, r1, r0 dp3 oC0.w, r0, c2.yzww // approximately 104 instruction slots used (18 texture, 86 arithmetic)
By experimenting with the shader I discovered that commenting out texld r2, r0, s2 removed the painted texture and so the issue with the edges. But it also removed parts of the common ground grass texture on the lot:
I was lucky to find that repacing s2 (samplerPaintTexture) with s13 (samplerTerrainCubeMap) replaced the missing parts of the ground texture. So "texld r2, r0, s13" is a workaround. In additon there are 3 other types of lots that use different PS than PS 68D76126. In this case my trick with samplerTerrainCubeMap didn't work. But I could disable the painted textures by replacing these shaders with the equivalent shaders for the empty lots without painted textures. I only had to adjust the c... and s... values. When I tried to make the disabling of painted ground textures toggleable I discovered that in some cases texld inside if_eq statements cause helixmod to ignore the override. So texld had to be replaced with texldl. I had the same issue with some texldp lines. In this case I had to use registers to keep texldp outsdide if_eq statements: Instead of:
if_eq r30.x, c3.x texldp r2, r2, s5 else texldp r1, r1, s5 endif
I used:
if_eq r30.x, c3.x mov r9, r2 else mov r9, r1 endif texldp r9, r9, s5 if_eq r30.x, c3.x mov r2, r9 else mov r1, r9 endif
Lesson 6
In lesson 0 I have posted a screenshot with halo issues caused by water surfaces. Now I wanted to see if I already can fix these issues using the prime directive. Finding the relevant PS and VS for the issue was very easy as the texture for the water surface and so the issue disappeared.
PS F6D9C43C:
// when disabled water clear, water texture and halo issue removed // Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022 // // Parameters: // // float4 MinZ_MaxZRatio; // sampler2D SceneColorTexture; // float4 ScreenPositionScaleBias; // sampler2D Texture2D_0; // sampler2D Texture2D_1; // sampler2D Texture2D_2; // float4 UniformPixelVector_0; // float4 UniformPixelVector_1; // float4 UniformPixelVector_2; // float4 UniformPixelVector_3; // float4 UniformPixelVector_4; // float4 UniformPixelVector_5; // // // Registers: // // Name Reg Size // ----------------------- ----- ---- // UniformPixelVector_0 c0 1 // ScreenPositionScaleBias c1 1 // MinZ_MaxZRatio c2 1 // UniformPixelVector_1 c4 1 // UniformPixelVector_2 c5 1 // UniformPixelVector_3 c6 1 // UniformPixelVector_4 c7 1 // UniformPixelVector_5 c8 1 // SceneColorTexture s0 1 // Texture2D_0 s1 1 // Texture2D_1 s2 1 // Texture2D_2 s3 1 // ps_3_0 def c3, 3, 2, -1, 1 def c9, 4, 3.5, -9.99999997e-007, 2.5 def c10, 2, 4, 0, 1.5 def c11, 1, 0.5, 0.200000003, -0.0500000007 def c12, 0.300000012, 0.589999974, 0.109999999, 0.25 def c13, 0.800000012, 25, 40, 4 def c14, 2, 3, 0.5, 65503 def c15, 0.0048828125, 0, 0, 0 dcl_texcoord4 v0 dcl_texcoord5 v1.xyw dcl_texcoord6 v2.xyz dcl_texcoord v3.xy dcl_2d s0 dcl_2d s1 dcl_2d s2 dcl_2d s3 rcp r0.x, v1.w mul r0.xy, r0.x, v1 mad r0.xy, r0, c1, c1.wzzw texld_pp r0, r0, s0 min_pp r1.x, r0.w, c14.w mad r0.x, r1.x, c2.z, -c2.w rcp_pp r0.x, r0.x add r0.x, r0.x, -v1.w mul_sat r0.x, r0.x, c15.x mul_pp oC0.w, r0.x, c11.z mov r0.xyw, c3 mad r1.xy, v3, r0, c4 texld r1, r1, s1 mad r0.z, r1.x, c3.y, c3.z mad r1.xy, v3, r0.ywzw, c5 texld r1, r1, s1 mad r0.y, r1.y, c3.y, c3.z mul r0.y, r0.y, r0.z mov r1.xy, c9 mad r1.xy, v3, r1, c6 texld r1, r1, s2 mad r0.y, r0.y, c9.x, r1.x mad r0.z, r0.y, c11.z, c11.w add r0.y, -r0.y, c3.z dp3 r1.x, v2, v2 rsq r1.x, r1.x mul r1.xy, r1.x, v2 mov r2.yw, c10 mad r2.xy, v3, r2.ywzw, c8 mad r2.xy, r0.z, r1, r2 mad r0.yz, r0.y, r1.xxyw, v3.xxyw texld r3, r0.yzzw, s2 texld r2, r2, s3 mov r1.xy, c11 mad r0.yz, v3.xxyw, r1.xxyw, c7.xxyw texld r4, r0.yzzw, s3 mul r1.xyw, r4.xyzz, c3.x mul r3.xzw, r2.xyyz, r1.xyyw dp3 r0.y, r3.xzww, c12 mad r1.xyw, r1, -r2.xyzz, r0.y mad r1.xyw, r1, c12.w, r3.xzzw max r2.xyz, r1_abs.xyww, -c9.z log r4.x, r2.x log r4.y, r2.y log r4.z, r2.z mul r1.xyw, r4.xyzz, c13.x exp r2.x, r1.x exp r2.y, r1.y exp r2.z, r1.w mad r0.xy, v3, r0.xwzw, c8 texld r0, r0, s2 mul r0.x, r0.z, r1.z mul r0.xyz, r0.x, c13.yzww mad r0.xyz, r2, c14, r0 pow r0.w, r3_abs.y, c9.w add r1.x, r3_abs.y, c9.z mul r1.yzw, r0.w, c10.xxyz cmp r1.xyz, r1.x, r1.yzww, c10.z add r0.xyz, r0, r1 dp3 r0.w, r0, c12 lrp r1.xyz, c12.w, r0.w, r0 add_pp r0.xyz, r1, c0 mad_pp oC0.xyz, r0, v0.w, v0 // approximately 65 instruction slots used (8 texture, 57 arithmetic)
With its 3 dimensions dcl_texcoord5 v1.xyw (and dcl_texcoord6 v2.xyz) linked to the VS and offered a clue which output I should try to fix with the prime directive. It was texcoord5. So the fixed VS BA4AE8B is:
// when disabled water clear, texture and issue removed // NOW FIXED // Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022 // // Parameters: // // float3 ApproxFogColor; // float4 CameraPosition; // float3 ExponentialFogColor; // float3 ExponentialFogLightVector; // float3 ExponentialFogParameters; // float4 FirstDensityFunctionParameters; // float4 FogDistanceScale; // float4 FogExtinctionDistance; // float4 FogInScattering[4]; // float4 FogMaxHeight; // float4 FogMinHeight; // float4 FogStartDistance; // float3 FogVolumeBoxMax; // float3 FogVolumeBoxMin; // float3 LightInscatteringColor; // float4x4 LocalToWorld; // float StartDistance; // float4x4 ViewProjectionMatrix; // float3x3 WorldToLocal; // float bUseExponentialHeightFog; // // // Registers: // // Name Reg Size // ------------------------------ ----- ---- // ViewProjectionMatrix c0 4 // CameraPosition c4 1 // LocalToWorld c6 4 // FogInScattering c10 4 // WorldToLocal c14 3 // bUseExponentialHeightFog c17 1 // ExponentialFogParameters c18 1 // ExponentialFogColor c19 1 // LightInscatteringColor c20 1 // ExponentialFogLightVector c21 1 // FogDistanceScale c22 1 // FogExtinctionDistance c23 1 // FogStartDistance c24 1 // FogMinHeight c25 1 // FogMaxHeight c26 1 // FirstDensityFunctionParameters c27 1 // StartDistance c28 1 // ApproxFogColor c29 1 // FogVolumeBoxMin c30 1 // FogVolumeBoxMax c31 1 // vs_3_0 def c200, 0, 1, 0.0625, 0 // 0.0625 prime directive reference value def c5, 0.00784313772, -1, 0.00100000005, 1 def c32, 0.5, 0, 1, 0 dcl_2d s0 // Sampler used to fetch stereo params dcl_position v0 dcl_tangent v1 dcl_normal v2 dcl_color1 v3 dcl_texcoord v4 dcl_color o0 dcl_texcoord o1 dcl_texcoord4 o2 dcl_texcoord5 o3 dcl_texcoord6 o4 dcl_position o5 mul r0, c7, v0.y mad r0, c6, v0.x, r0 mad r0, c8, v0.z, r0 mad r0, c9, v0.w, r0 mad r1, v2, c5.x, c5.y mad r2.xyz, v1.yzxw, c5.x, c5.y mul r3.xyz, r1.zxyw, r2 mad r2.xyz, r1.yzxw, r2.yzxw, -r3 mul r2.xyz, r1.w, r2 mul r3.xyz, r1.yzxw, r2.zxyw mad r3.xyz, r2.yzxw, r1.zxyw, -r3 mul r3.xyz, r1.w, r3 mul r4, r0.y, c1 mad r4, c0, r0.x, r4 mad r4, c2, r0.z, r4 mad r4, c3, r0.w, r4 mad r5.xyz, r0, -c4.w, c4 mul r6.xyz, r5.y, c15 mad r5.xyw, c14.xyzz, r5.x, r6.xyzz mad r5.xyz, c16, r5.z, r5.xyww dp3 o4.x, r3, r5 dp3 o4.y, r2, r5 dp3 o4.z, r1, r5 abs r0.w, c17.x if_lt -r0.w, r0.w add r1.xyz, r0, -c4 dp3 r0.w, r1, r1 rsq r0.w, r0.w rcp r1.w, r0.w mul r1.w, r1.w, c18.x slt r2.x, c5.z, r1_abs.z mul r2.y, r1.z, -c18.y exp r2.y, r2.y add r2.y, -r2.y, c5.w mul r2.z, r1.z, c18.y rcp r2.z, r2.z mul r2.y, r2.z, r2.y mad r2.y, r1.w, r2.y, -r1.w mad r1.w, r2.x, r2.y, r1.w mul r1.xyz, r0.w, r1 dp3 r0.w, c21, r1 slt r1.x, r0.w, c18.z mov r2.xyz, c19 add r3.xyz, r2, c20 mul r5.xyz, r3, c32.x add r1.y, r0.w, c5.w mov r2.w, c5.w add r1.z, r2.w, c18.z rcp r1.z, r1.z mul_sat r1.y, r1.z, r1.y mad r2.xyz, r3, c32.x, -r2 mad r2.xyz, r1.y, r2, c19 add r0.w, r0.w, -c18.z add r1.y, r2.w, -c18.z rcp r1.y, r1.y mul_sat r0.w, r0.w, r1.y mul r0.w, r0.w, r0.w mov r6.x, c32.x mad r3.xyz, r3, -r6.x, c20 mad r3.xyz, r0.w, r3, r5 lrp r5.xyz, r1.x, r2, r3 exp r0.w, -r1.w min r1.x, r0.w, c5.w add r0.w, -r1.x, c5.w mul r2.xyz, r0.w, r5 else add r3.xyz, r0, -c4 dp3 r0.w, r3, r3 rsq r0.w, r0.w rcp r0.w, r0.w mov r5.z, c4.z add r6, -r5.z, c25 sge r2.w, c5.z, r3_abs.z lrp r5.x, r2.w, c5.z, r3.z rcp r2.w, r5.x mul_sat r3, r2.w, r6 add r5, -r5.z, c26 mul_sat r5, r2.w, r5 add r6, r0.w, -c24 max r6, r6, c32.y add r3, -r3, r5 mul r3, r3_abs, r6 slt r5, r3, c23 mul r3, r3, c22 exp r6.x, r3.x exp r6.y, r3.y exp r6.z, r3.z exp r6.w, r3.w mul r3, r5, r6 mad r5, r5, r6, c5.y mul r6.xyz, r5.x, c10 mov r6.w, r3.x mul r6, r3.y, r6 mad r6.xyz, r5.y, c11, r6 mul r6, r3.z, r6 mad r6.xyz, r5.z, c12, r6 mul r1, r3.w, r6.wxyz mad r2.xyz, r5.w, c13, r1.yzww endif add r1.yzw, -r0.xxyz, c4.xxyz rcp r3.x, r1.y rcp r3.y, r1.z rcp r3.z, r1.w add r5.xyz, -r0, c30 mul r5.xyz, r3, r5 add r0.xyz, -r0, c31 mul r0.xyz, r3, r0 min r3.xyz, r0, r5 max r0.xyz, r0, r5 max r0.w, r3.z, r3.y max_sat r0.w, r0.w, r3.x min r0.y, r0.z, r0.y min_sat r0.x, r0.y, r0.x dp3 r0.y, r1.yzww, r1.yzww rsq r0.y, r0.y rcp r0.y, r0.y add r0.y, r0.y, -c28.x add r0.x, -r0.w, r0.x max r0.xy, r0, c32.y mul r0.x, r0.x, r0.y mul r0.x, r0.x, c27.x exp r0.x, -r0.x add r0.y, -r0.x, c5.w mul r0.yzw, r0.y, c29.xxyz mad o2.xyz, r0.yzww, r1.x, r2 mul o2.w, r1.x, r0.x mov o0, v3 mul o1, c32.zzyy, v4.xyxx // mov o3, r4 commented out for correction below mov o4.w, c5.w mov o5, r4 mov r0, r4 // move r4 to r0 // At this point r0 is the output position, correctly // placed, but without stereo. // To create stereo effects, we need to calculate: // Xnew = Xold + Separation * (W - Convergence) // Fetch the Separation (r30.x) and Convergence (r30.y) // using the Helix NVapi trick texldl r30, c200.z, s0 // (W - Convergence) add r30.w, r0.w, -r30.y // multiply that times Separation for: // Separation * (W - Convergence) mul r30.z, r30.x, r30.w // Add that to Xold for the complete: // Xold + Separation * (W - Convergence) add r0.x, r0.x, r30.z mov o3, r0 // move fixed r4 (r0) into o3 // approximately 133 instruction slots used
Using this method I also could fix the halo caused by waterfalls and their fog. Now the area shown in lesson 0 looks like this:
There are still issues caused by the shaders for the refraction of the water. I hope that these can be fixed, too ;)