////-------------// ///**NFAA Fast**/// //-------------//// ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //* Normal Filter Anti Aliasing. //* For ReShade 3.0+ & Freestyle //* --------------------------------- //* NFAA //* Due Diligence //* Based on port by b34r //* https://www.gamedev.net/forums/topic/580517-nfaa---a-post-process-anti-aliasing-filter-results-implementation-details/?page=2 //* If I missed any please tell me. //* //* LICENSE //* ============ //* Normal Filter Anti Aliasing is licenses under: Attribution-NoDerivatives 4.0 International //* //* You are free to: //* Share - copy and redistribute the material in any medium or format //* for any purpose, even commercially. //* The licensor cannot revoke these freedoms as long as you follow the license terms. //* Under the following terms: //* Attribution - You must give appropriate credit, provide a link to the license, and indicate if changes were made. //* You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use. //* //* NoDerivatives - If you remix, transform, or build upon the material, you may not distribute the modified material. //* //* No additional restrictions - You may not apply legal terms or technological measures that legally restrict others from doing anything the license permits. //* //* https://creativecommons.org/licenses/by-nd/4.0/ //* //* Have fun, //* Jose Negrete AKA BlueSkyDefender //* //* https://github.com/BlueSkyDefender/Depth3D //* //* Have fun, //* Jose Negrete AKA BlueSkyDefender //* ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// uniform int AA_Adjust < ui_type = "drag"; ui_min = 1; ui_max = 128; ui_label = "AA Power"; ui_tooltip = "Use this to adjust the AA power.\n" "Default is 16"; ui_category = "NFAA"; > = 16; uniform float Mask_Adjust < ui_type = "drag"; ui_min = 0.0; ui_max = 4.0; ui_label = "Mask Adjustment"; ui_tooltip = "Use this to adjust the Mask.\n" "Default is 1.00"; ui_category = "NFAA"; > = 1.00; uniform int View_Mode < ui_type = "combo"; ui_items = "NFAA\0Mask View\0Normals\0DLSS\0"; ui_label = "View Mode"; ui_tooltip = "This is used to select the normal view output or debug view.\n" "NFAA Masked gives you a sharper image with applyed Normals AA.\n" "Masked View gives you a view of the edge detection.\n" "Normals gives you an view of the normals created.\n" "DLSS is NV_AI_DLSS Parody experiance..........\n" "Default is NFAA."; ui_category = "NFAA"; > = 0; uniform bool HFR_AA < ui_label = "HFR AA"; ui_tooltip = "This allows most monitors to assist in AA if your FPS is 60 or above and Locked to your monitors refresh-rate."; ui_category = "HFRAA"; > = false; uniform float HFR_Adjust < ui_type = "drag"; ui_min = 0.0; ui_max = 1.0; ui_label = "HFR AA Adjustment"; ui_tooltip = "Use this to adjust HFR AA.\n" "Default is 1.00"; ui_category = "HFRAA"; > = 0.5; //Total amount of frames since the game started. uniform uint framecount < source = "framecount"; >; uniform float timer < source = "timer"; >; ////////////////////////////////////////////////////////////NFAA//////////////////////////////////////////////////////////////////// #define Alternate framecount % 2 == 0 #define pix float2(BUFFER_RCP_WIDTH, BUFFER_RCP_HEIGHT) texture BackBufferTex : COLOR; sampler BackBuffer { Texture = BackBufferTex; }; void A0(float2 texcoord,float PosX,float PosY,inout float D, inout float E, inout float P, inout float T, inout float H, inout float III, inout float DD ) { float PosXD = -0.035+PosX, offsetD = 0.001;D = all( abs(float2( texcoord.x -PosXD, texcoord.y-PosY)) < float2(0.0025,0.009));D -= all( abs(float2( texcoord.x -PosXD-offsetD, texcoord.y-PosY)) < float2(0.0025,0.007)); float PosXE = -0.028+PosX, offsetE = 0.0005;E = all( abs(float2( texcoord.x -PosXE, texcoord.y-PosY)) < float2(0.003,0.009));E -= all( abs(float2( texcoord.x -PosXE-offsetE, texcoord.y-PosY)) < float2(0.0025,0.007));E += all( abs(float2( texcoord.x -PosXE, texcoord.y-PosY)) < float2(0.003,0.001)); float PosXP = -0.0215+PosX, PosYP = -0.0025+PosY, offsetP = 0.001, offsetP1 = 0.002;P = all( abs(float2( texcoord.x -PosXP, texcoord.y-PosYP)) < float2(0.0025,0.009*0.775));P -= all( abs(float2( texcoord.x -PosXP-offsetP, texcoord.y-PosYP)) < float2(0.0025,0.007*0.680));float C[1];P += all( abs(float2( texcoord.x -PosXP+offsetP1, texcoord.y-PosY)) < float2(0.0005,0.009)); float PosXT = -0.014+PosX, PosYT = -0.008+PosY;T = all( abs(float2( texcoord.x -PosXT, texcoord.y-PosYT)) < float2(0.003,0.001));T += all( abs(float2( texcoord.x -PosXT, texcoord.y-PosY)) < float2(0.000625,0.009)); float PosXH = -0.0072+PosX;H = all( abs(float2( texcoord.x -PosXH, texcoord.y-PosY)) < float2(0.002,0.001));H -= all( abs(float2( texcoord.x -PosXH, texcoord.y-PosY)) < float2(0.002,0.009));H += all( abs(float2( texcoord.x -PosXH, texcoord.y-PosY)) < float2(0.00325,0.009)); float offsetFive = 0.001, PosX3 = -0.001+PosX;III = all( abs(float2( texcoord.x -PosX3, texcoord.y-PosY)) < float2(0.002,0.009));III -= all( abs(float2( texcoord.x -PosX3 - offsetFive, texcoord.y-PosY)) < float2(0.003,0.007));III += all( abs(float2( texcoord.x -PosX3, texcoord.y-PosY)) < float2(0.002,0.001)); float PosXDD = 0.006+PosX, offsetDD = 0.001;DD = all( abs(float2( texcoord.x -PosXDD, texcoord.y-PosY)) < float2(0.0025,0.009));DD -= all( abs(float2( texcoord.x -PosXDD-offsetDD, texcoord.y-PosY)) < float2(0.0025,0.007)); } ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //SD video float LI(in float3 value) { return dot(value.rgb,float3(0.299, 0.587, 0.114)); } float4 GetBB(float2 texcoord : TEXCOORD) { return tex2D(BackBuffer, texcoord); } float4 NFAA(float2 texcoord) { float t, l, r, s, MA = Mask_Adjust; if(View_Mode == 3 ) MA = 5.0; float2 UV = texcoord.xy, SW = pix * MA, n; // But, I don't think it's really needed. float4 NFAA; // The Edge Seeking code can be adjusted to look for longer edges. // Find Edges t = LI(GetBB( float2( UV.x , UV.y - SW.y ) ).rgb); s = LI(GetBB( float2( UV.x , UV.y + SW.y ) ).rgb); l = LI(GetBB( float2( UV.x - SW.x , UV.y ) ).rgb); r = LI(GetBB( float2( UV.x + SW.x , UV.y ) ).rgb); n = float2(t - s,-(r - l)); // I should have made rep adjustable. But, I didn't see the need. // Since my goal was to make this AA fast cheap and simple. float nl = length(n), Rep = rcp(AA_Adjust); if(View_Mode == 3 || View_Mode == 4) Rep = rcp(128); // Seek aliasing and apply AA. Think of this as basically blur control. if (nl < Rep) { NFAA = GetBB(UV); } else { n *= pix / (nl * (View_Mode == 3 ? 0.5 : 1.0)); float4 o = GetBB( UV ), t0 = GetBB( UV + float2(n.x, -n.y) * 0.5) * 0.9, t1 = GetBB( UV - float2(n.x, -n.y) * 0.5) * 0.9, t2 = GetBB( UV + n * 0.9) * 0.75, t3 = GetBB( UV - n * 0.9) * 0.75; NFAA = (o + t0 + t1 + t2 + t3) / 4.3; } // Lets make that mask for a sharper image. float Mask = nl * 5.0; if (Mask > 0.025) Mask = 1-Mask; else Mask = 1; // Super Evil Magic Number. Mask = saturate(lerp(Mask,1,-1)); // Final color if(View_Mode == 0) { NFAA = lerp(NFAA,GetBB( texcoord.xy), Mask ); } else if(View_Mode == 1) { NFAA = Mask; } else if (View_Mode == 2) { NFAA = float3(-float2(-(r - l),-(t - s)) * 0.5 + 0.5,1); } return NFAA; } void A1(float2 texcoord,float PosX,float PosY,inout float I, inout float N, inout float F, inout float O) { float PosXI = 0.0155+PosX, PosYI = 0.004+PosY, PosYII = 0.008+PosY;I = all( abs(float2( texcoord.x - PosXI, texcoord.y - PosY)) < float2(0.003,0.001));I += all( abs(float2( texcoord.x - PosXI, texcoord.y - PosYI)) < float2(0.000625,0.005));I += all( abs(float2( texcoord.x - PosXI, texcoord.y - PosYII)) < float2(0.003,0.001)); float PosXN = 0.0225+PosX, PosYN = 0.005+PosY,offsetN = -0.001;N = all( abs(float2( texcoord.x - PosXN, texcoord.y - PosYN)) < float2(0.002,0.004));N -= all( abs(float2( texcoord.x - PosXN, texcoord.y - PosYN - offsetN)) < float2(0.003,0.005)); float PosXF = 0.029+PosX, PosYF = 0.004+PosY, offsetF = 0.0005, offsetF1 = 0.001;F = all( abs(float2( texcoord.x -PosXF-offsetF, texcoord.y-PosYF-offsetF1)) < float2(0.002,0.004));F -= all( abs(float2( texcoord.x -PosXF, texcoord.y-PosYF)) < float2(0.0025,0.005));F += all( abs(float2( texcoord.x -PosXF, texcoord.y-PosYF)) < float2(0.0015,0.00075)); float PosXO = 0.035+PosX, PosYO = 0.004+PosY;O = all( abs(float2( texcoord.x -PosXO, texcoord.y-PosYO)) < float2(0.003,0.005));O -= all( abs(float2( texcoord.x -PosXO, texcoord.y-PosYO)) < float2(0.002,0.003)); } float4 Out(float4 position : SV_Position, float2 texcoord : TEXCOORD) : SV_Target { float3 Color = NFAA(texcoord).rgb; float PosX = 0.9525f*BUFFER_WIDTH*pix.x,PosY = 0.975f*BUFFER_HEIGHT*pix.y,A,B,C,D,E,F,G,H,I,J,K,L,PosXDot = 0.011+PosX, PosYDot = 0.008+PosY;L = all( abs(float2( texcoord.x -PosXDot, texcoord.y-PosYDot)) < float2(0.00075,0.0015));A0(texcoord,PosX,PosY,A,B,C,D,E,F,G );A1(texcoord,PosX,PosY,H,I,J,K); return timer <= 12500 ? A+B+C+D+E+F+G+H+I+J+K+L ? 1-texcoord.y*50.0+48.35f : float4(Color,1.) : float4(Color,1.); } float4 PostFilter(float4 position : SV_Position, float2 texcoord : TEXCOORD) : SV_Target { float Shift; if(Alternate && HFR_AA) Shift = pix.x; return tex2D(BackBuffer, texcoord + float2(Shift * saturate(HFR_Adjust),0.0)); } ///////////////////////////////////////////////////////////ReShade.fxh///////////////////////////////////////////////////////////// // Vertex shader generating a triangle covering the entire screen void PostProcessVS(in uint id : SV_VertexID, out float4 position : SV_Position, out float2 texcoord : TEXCOORD) { texcoord.x = (id == 2) ? 2.0 : 0.0; texcoord.y = (id == 1) ? 2.0 : 0.0; position = float4(texcoord * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0); } //*Rendering passes*// technique Normal_Filter_Anti_Aliasing { pass NFAA_Fast { VertexShader = PostProcessVS; PixelShader = Out; } pass HFR_AA { VertexShader = PostProcessVS; PixelShader = PostFilter; } }