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ReShade is a post-handling injector for games and video programming.

ReShade is a conventional post-handling injector for games and video programming created by crosire. Envision your #1 game with a surrounding impediment, the genuine profundity of field impacts, variety remedy and that's only the tip of the iceberg ...

eShade uncovered a mechanized and conventional method for getting to both casing tone and profundity data (the last option is consequently handicapped during multiplayer to forestall double-dealing) and every one of the devices to get it going.


The conceivable outcomes are huge! Add progressed profundity edge-recognition driven SMAA antialiasing, screen space encompassing impediment, the profundity of field impacts, chromatic distortion, dynamic film grain, programmed immersion and variety adjustment, cross handling, multi-pass obscuring ... and so on.

eShade uncovered a mechanized and conventional method for getting to both casing tone and profundity data (the last option is consequently handicapped during multiplayer to forestall double-dealing) and every one of the devices to get it going.


The conceivable outcomes are huge! Add progressed profundity edge-recognition driven SMAA antialiasing, screen space encompassing impediment, the profundity of field impacts, chromatic distortion, dynamic film grain, programmed immersion and variety adjustment, cross handling, multi-pass obscuring ... and so on.

As featured in:

  • Nvidia Freestyle vs. Radeon Image Sharpening vs. Reshade

Imagine your favourite game with ambient occlusion, real depth of field effects, colour correction and more ... ReShade exposes an automated and generic way to access both frame colour and depth information (the latter is automatically disabled during multiplayer to prevent exploitation) and all the tools to make it happen.

The possibilities are endless! Add advanced depth-edge-detection-driven SMAA antialiasing, screen-space ambient occlusion, depth of field effects, chromatic aberration, dynamic film grain, automatic saturation and colour correction, cross processing, multi-pass blurring ... you name it.

ReShade features its very own shading language and transcompiler, called ReShade FX. The syntax is based on HLSL, adding useful features designed for developing post-processing-effects: Define and use textures right from the shader code, render to them, change render states, retrieve colour and depth data, and request custom values like timers or key states, ...

And that's not it. Write your shaders just once, they'll work everywhere, regardless of your target being Direct3D or OpenGL: ReShade takes care of compiling them to the right shader model and language.

Open Source

As of January 1st 2017, ReShade is open-sourced under the terms and conditions of the BSD 3-clause license! You can help development with your own contributions via the official GitHub repository.

Note:

ReShade supports all of Direct3D 9, Direct3D 10, Direct3D 11, Direct3D 12 and OpenGL.
A computer with Windows 7 SP1, 8.1 or 10 and the DirectX end-user runtime installed is required.

Use preset files (*.ini) that can be created from ReShade's in-game user interface to share your configurations.
ReShade loads all presets placed in the game directory automatically (both *.ini and *.txt).
Do NOT share the binaries or shader files. Link users to this website instead.

Quick start: Run setup tool > Follow instructions > Close setup tool > Start game > ... > Profit | Troubleshooting

What's New

  • Changed check for ReShade.ini to only occur when ReShade is not loaded by proxy (named d3d9.dll/dxgi.dll/opengl32.dll/...)
  • Fixes ReShade not loading in FiveM when no ReShade.ini was created in the FiveM directory.
  • Fixed crash in MPC-HC and other D3D9 applications using video
  • Fixed occasional depth buffer flickering in Half-Life 2 games (e.g. Portal)
  • Fixed compute shader using depth not working in some D3D11 games when placed at the very top (e.g. Prey)
  • Fixed incorrect resource type in D3D9 "init_resource" ReShade API events when surface was replaced
  • Fixed setup tool not always using most up-to-date compatibility and effect package lists

Features:

  • Added separate option to enable depth buffer copying before fullscreen draw calls (for Bioshock: Infinite)
  • Added "reshade::api::swapchain_desc" API struct with more fields for "create_swapchain" event
  • Added "reshade::api::effect_runtime::render_technique" API method to render a specific technique
  • Added global config option to disable logging. [INSTALL] EnableLogging=0
  • Added support for renaming the ReShade DLL to "dinput.dll" to hook
  • Added technique annotation to hide technique in screenshots. technique MyTechnique < enabled_in_screenshot = false; > { ... }


Bug fixes:

  • Fixed deadlock in Star Wars: The Force Unleashed 2
  • Fixed crash in Forza Horizon 5
  • Fixed crash in Borderlands 2 when switching resolution
  • Fixed crash in Monster Hunter Rise
  • Fixed crash in Cyberpunk 2077 when launching with GOG overlay enabled
  • Fixed crash when "ID3D12Device::CopyDescriptorsSimple" is called with render target view descriptors
  • Fixed missing widgets in Omsi 2
  • Fixed black menu screen in Call of Duty 1
  • Fixed rendering to textures with a greater height than width failing in Vulkan
  • Fixed hang in Dragon's Dogma: Dark Arisen when changing areas
  • Fixed artefacts in Dragon's Dogma: Dark Arisen when the last effect is writing using sRGB render target view
  • The fixed red and blue colour channels being switched in some textures in Amnesia: Rebirth, SOMA and other OpenGL games
  • Fixed error when closing immediate command list in Farming Simulator 2022 (and presumably Prepar3D)
  • Fixed "IDXGISwapChain::ResizeBuffers" implementation not ignoring "DXGI_ERROR_INVALID_CALL"
  • Fixed changing HDR colour space not recompiling effects to update the "BUFFER_COLOR_SPACE" definition
  • Fixed rendering effects during the frame not working when render target format does not match back buffer format
  • Fixed mouse and/or keyboard input not working in some games using DirectInput (e.g. Max Payne)
  • The fixed incorrect handle being passed to "init_resource" ReShade API event for D3D9 vertex buffers
  • Fixed crash on exit in D3D10/11/12 VR games due to device possibly being destroyed before VR swap chain

Miscellaneous:

  • Added warning log message when add-ons are still loaded when ReShade is unloaded (since this may cause a crash on exit)
  • Added hooks for D3D11on12 devices
  • Added support for "GL_ARB_vertex_program" and "GL_ARB_vertex_buffer_object" OpenGL extensions
  • Added support for quads primitive topology type in OpenGL
  • The changed method with which to receive DLL load notifications for better compatibility with anti-cheat software
  • Improved performance of built-in "Generic Depth" add-on
  • Improved multi-threading performance of log message construction
  • Removed option to disable replacement with INTZ format from "Generic Depth" settings overlay in D3D9

Setup tool:

  • Reworked Vulkan installation (for the last time) to install globally again (but ReShade now checks if a ReShade.ini was created in the application directory and only loads if that is the case)
  • Note: The ReShade 5.2 setup tool takes care of migrating any Vulkan installation done with a previous ReShade version, so no need to uninstall old versions first.
  • Fixed crash during application analyzing phase
  • Fixed setup tool sometimes showing an archive corruption error message even though the archive is fine
Version 5.2.1 was released on May 29th 2022.

Download ReShade 5.2.1

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