Skip to content

Shader Adjustments

BlueSkyDefender edited this page Apr 22, 2021 · 16 revisions

Depth3D Menu

In-game Menu Settings


Shift + f2 for ReShade 3.0 menu and the HOME key for ReShade 4.0+

Divergence & Convergence

Divergence                 -[◄10▪▪▪▪▪▪▪▪50►]+       Divergence increases differences between the L & R images. Increasing this allows you to experience more depth.
ZPD & Seperation           -[◄▪▪0.25►]+ -[◄▪0.0▪►]+ Zero Parallax Distance controls the focus distance for the screen Pop-out effect also known as Convergence & Seperation is used to controll this pop out effect to keep it in screen.
ZPD Auto-Balance           -[◄0▪▪▪▪▪▪▪▪▪▪5►]+       Automatically Balance between ZPD Depth and Scene Depth.    
ZPD Boundary Detection      [Off ▼]                 This treats your screen as a virtual wall & scales ZPD down when detected. [Off ▼] [Normal ▼] [Third Person ▼] [FPS Full ▼] [FPS Narrow ▼]
ZPD Boundary & Fade Time   -[◄▪▪0.5►]+ -[◄▪0.25▪►]+ This selection menu gives extra boundary conditions to scale ZPD & lets you adjust Fade time of this effect.

Occlusion Masking

View Mode                   [View Mode Normal ▼]    Changes the way the shader fills in the occlude section in the image. Alpha is used for higher amounts of Semi-Transparent objects and or can help with games that have TAA. 
Edge Handling               [Black Edges ▼]         Edges selection for your screen output. Select Between [Mirrored Edges ▼] [Black Edges ▼] or [Stretched Edges ▼].
Edge Mask                  -[◄-0.125▪▪▪1.5►]+       Use this to adjust for artifacts from a lower resolution depth buffer.
Performance Mode            [ ]                     Performance Mode Lowers Occlusion Quality Processing so that there is a small boost to FPS.
Depth Map Selection         [DM0 Normal ▼]          This sets zBuffer linearization. [DM0 Normal ▼] [DM1 Reversed ▼]
Depth Map Adjustment       -[◄▪7.5▪▪▪▪▪▪▪►]+        This allows for you to adjust the zBuffer precision on the fly.
Depth Map Offset           -[◄▪▪▪▪0.0▪▪▪▪►]+        Depth Map Offset is for non conforming ZBuffer. Most of the time leave this alone.
Auto Depth Adjust          -[◄▪0.100▪▪▪▪▪►]+        Automatically scales depth so it fights out of game menu pop out.
Depth Detection             [Off ▼]                 Use this to disable/enable in game Depth Buffer Detection.[Off ▼] [Detection +Sky ▼] [Detection -Sky ▼] [ReShade's Detection ▼]
Depth Map View              [Off ▼]                 Use this for debugging depth related issues.
Depth Map Flip              [ ]                     Flip the depth map if it is upside down.

Weapon Hand Adjust

Weapon Profiles             [WP Off ▼]              Pick Weapon Profile for your game or make your own. [Custom WP ▼] & [WP 0-75 ▼]
Weapon Hand Adjust         -[◄▪0▪►][◄▪0▪►][◄▪0▪►]+  Adjust Weapon depth map for your games. [X CutOff Point] [Y Precision] [Z Tuning]
Weapon ZPD and Near Depth  -[◄▪0.3▪►][◄▪0.0▪►]+     X Controls the focus distance for the screen Pop-out effect also known as Convergence for the weapon hand. Y is used for Tuning this without precision.
FPS Focus Depth             [Off ▼]                 This lets the shader handle real time depth reduction for aiming down your sights. [Off ▼] [Press ▼] [Hold ▼] 
Weapon Boundary Detection  -[◄0.0▪▪▪▪▪▪▪▪►]+        This selection menu gives extra boundary conditions to WZPD. It fights Weapon Pop out.

Stereoscopic Options

3D Display Mode             [Side by Side ▼]        Stereoscopic 3D display output selection. [Side by Side ▼][Top & Bottom ▼][Line Interlaced ▼][Checkerboard ▼][Autostereoscopic ▼][Anaglyph ▼]
Interlace Anaglyph & Auto  -[◄▪.5►][◄1.▪►][◄.5▪►]+ Interlace Optimization is used to reduce aliasing in a Line or Column interlaced image. Anaglyph Desaturation allows for removing color from an anaglyph 3D image. Autostereoscopic Adjust WIP.
Downscaling Support         [SR Native ▼]           Dynamic Super Resolution scaling support for. [SR 2160p A ▼] [SR 2160p B ▼] [SR 1080p A ▼] [SR 1080p B ▼] [SR 1050p A ▼] [SR 1050p B ▼] [SR 720p A ▼] [SR 720p B ▼]
Perspective                -[◄▪▪▪▪▪0▪▪▪▪▪►]+        Determines the perspective point of the two images this shader produces. [-100:100]
Eye Swap                    [ ]                     Left Right Eye Swap.

Cursor Adjustments

Cursor Selection            [Off ▼]                 Choose the cursor type you like to use for game type. [FPS ▼] [ALL ▼] [RTS ▼]
Cursor Adjustments         -[◄0▪▪▪▪▪▪▪▪▪10►]+       This controlls the X Size & Y Color.
Cursor Lock                 [ ]                     Screen Cursor to Screen Crosshair Lock. Once this is on you can use Mouse 4 to toggle it.

Alternative Options

Divergence & Convergence

ZPD Balance                -[◄0▪▪▪▪▪▪▪▪1.0►]+       Balances between ZPD Depth and Scene Depth manually.  

Reposition Depth

Z Horizontal & Vertical    -[◄▪▪▪▪▪1.0▪▪▪▪►]+       Adjust Horizontal and Vertical Resize.     
Z Position                 -[◄▪▪▪▪▪▪0▪▪▪▪▪►]+       Adjust the Image Position if it's off by a bit.     
Alinement View              [ ]                     A Guide to help aline the Depth Buffer to the Image.

Heads-Up Display

HUD Mode                   -[◄▪0.0▪►][◄▪0.5▪►]+     Adjust HUD for your games. [X CutOff Point] [Y ZPD]

Distortion Corrections

Distortion Options            [On ▼]                  Use this to Turn Off, Turn On, & to use the BD Alinement Guide.
Barrel Distortion K1 K2 K3   -[◄▪0▪►][◄▪0▪►][◄▪0▪►]+  Adjust Distortions K1, K2, & K3
Barrel Distortion Zoom       -[◄-0.5▪▪▪0.5►]+         Adjust Barrel Distortion Zoom
Toggle Barrel Distortion      [ ]                     Use this if you modded the game to remove Barrel Distortion.

In-shader Settings


//This enables the older SuperDepth3D method of producing an 3D image. This is better for older systems that have an hard time running the new mode.
//Also use this if you like the look of the old mode.
#define Legacy_Mode 0 //Zero is off and One is On.

// Zero Parallax Distance Balance Mode allows you to switch control from manual to automatic and vice versa.
#define Balance_Mode 0 //Default 0 is Automatic. One is Manual.

// RE Fix is used to fix the issue with Resident Evil's 2 Remake 1-Shot cutscenes.
#define RE_Fix 0 //Default 0 is Off. One is On.

// Change the Cancel Depth Key. Determines the Cancel Depth Toggle Key using keycode info
// The Key Code for Decimal Point is Number 110. Ex. for Numpad Decimal "." Cancel_Depth_Key 110
#define Cancel_Depth_Key 0 // You can use http://keycode.info/ to figure out what key is what.

// Rare Games like Among the Sleep Need this to be turned on.
#define Invert_Depth 0 //Default 0 is Off. One is On.

// Barrel Distortion Correction For SuperDepth3D for non conforming BackBuffer.
#define BD_Correction 0 //Default 0 is Off. One is On.

// Horizontal & Vertical Depth Buffer Resize for non conforming DepthBuffer.
// Also used to enable Image Position Adjust is used to move the Z-Buffer around.
#define DB_Size_Postion 0 //Default 0 is Off. One is On.

// Auto Letter Box Correction
#define LB_Correction 0 //Default 0 is Off. One is On.

// HUD Mode is for Extra UI MASK and Basic HUD Adjustments. This is useful for UI elements that are drawn in the Depth Buffer.
// Such as the game Naruto Shippuden: Ultimate Ninja, TitanFall 2, and or Unreal Gold 277. That have this issue. This also allows for more advance users
// Too Make there Own UI MASK if need be.
// You need to turn this on to use UI Masking options Below.
#define HUD_MODE 0 // Set this to 1 if basic HUD items are drawn in the depth buffer to be adjustable.

// -=UI Mask Texture Mask Interceptor=- This is used to set Two UI Masks for any game. Keep this in mind when you enable UI_MASK.
// You Will have to create Three PNG Textures named DM_Mask_A.png & DM_Mask_B.png with transparency for this option.
// They will also need to be the same resolution as what you have set for the game and the color black where the UI is.
// This is needed for games like RTS since the UI will be set in depth. This corrects this issue.
#if ((exists "DM_Mask_A.png") || (exists "DM_Mask_B.png"))
	#define UI_MASK 1
#else
	#define UI_MASK 0
#endif
// To cycle through the textures set a Key. The Key Code for "n" is Key Code Number 78.
#define Set_Key_Code_Here 0 // You can use http://keycode.info/ to figure out what key is what.
// Texture EX. Before |::::::::::| After |**********|
//                    |:::       |       |***       |
//                    |:::_______|       |***_______|
// So :::: are UI Elements in game. The *** is what the Mask needs to cover up.
// The game part needs to be transparent and the UI part needs to be black.

// The Key Code for the mouse is 0-4 key 1 is right mouse button.
#define Cursor_Lock_Key 4 // Set default on mouse 4
#define Fade_Key 1 // Set default on mouse 1
#define Fade_Time_Adjust 0.5625 // From 0 to 1 is the Fade Time adjust for this mode. Default is 0.5625;

// Delay Frame for instances the depth bufferis 1 frame behind useful for games that need "Copy Depth Buffer
// Before Clear Operation," Is checked in the API Depth Buffer tab in ReShade.
#define D_Frame 0 //This should be set to 0 most of the times this will cause latency by one frame.

//Text Information Key Default F11
#define Text_Info_Key 122

Mouse Pointer


I can alter the size of your Mouse Pointer by going here.
http://www.rw-designer.com/cursor-set/smalldot

More info: First, you would need to enable the CrossCursor in Depth3D

Now from here the only thing I can think about is using a program called YoloMouse and Modifying/Adding a custom tiny little cursor.
You Can Get it here.
pandateemo.github.io/YoloMouse/
You have to make a Tiny Little Mouse Cursor So It's Not Distracting. You can even make multiple for different units. 
Like a Little X, a little Dot, or a little crosshair.
You can make it with www.rw-designer.com/online-cursor-editor
image 1
https://cdn.discordapp.com/attachments/458063532567691284/574848158731862020/unknown.png
Once you make it, rename it to one of the built-in cur files for Yolo Mouse. ex: "1.cur"
image 2
https://cdn.discordapp.com/attachments/458063532567691284/574849534945919007/unknown.png
This will NOT solve your problem 100%, But it will mitigate it.

I hope this helps.