User:3d4dd
Contents
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)