The online racing simulator
low reflection shaders
Quote from Aler1 :


low kinda no reflection shaders

How to get those colorless windows? Can't find them anywhere..
Was tinkering around with shaders and made something.
No SweetFX, ReShade or Post Processing filter so the shaders are very lightweight.
Attached images
lfs_00000094.png
lfs_00000093.png
lfs_00000092.png
lfs_00000091.png
lfs_00000090.png
Attached files
shaders.rar - 18.2 KB - 508 views
tutorial? I don't know how to get them to work, I already have reshade and I know how to access it ingame
Hello, here is my custom Live for Speed cartoon post-processing shader. It is very simple because I am a complete newbie in HLSL language. For best results, edit line 18 to match your preferred resolution:
float2 resolution = float2(2560.0, 1600.0);

Not suitable for VR.

Attached images
LFS_toon_shder.jpg
Attached files
LFS_cartoon_shader.zip - 893 B - 32 views
Quote from stuchlo :Hello, here is my custom Live for Speed cartoon post-processing shader. It is...

I built a bit upon that cartoon shader
I found the contour convolution giving too much noise as usual when things move, so I found a way to add a 3x3 blur pass before the cartoon processing, so the rendering feels a bit smoother
I also boosted color saturation a bit
this is still very dirty code, dont laugh too much, I know almost nothing in glsl and this langage has so much constraints.

Still, this could be refined by adding a larger precomputed matrix to allow larger blur
also another blur pass might be good to smooth things out a bit more.

edit :



Attached images
toonshade1.jpg
toonshade2.jpg
toonshade3.jpg
Attached files
PostProcess.zip - 1.2 KB - 12 views
Quote from turbofan :I built a bit upon that cartoon shader...

Thanks, looks better Smile I experimented with Gaussian kernel too, but tried 5x5 kernels and run out of instruction limit, so I left it Big grin There is only one thing, there are some "division by zero" warnings, during shader compilation.

Edit: looks like noise can be reduced using in-game texture filtering settings too
well, after some rest, I am not rly sure my thing actually does anything good
those zero divide errors maybe just make the shader bypass the blur and any better feeling is achieved with texture filtering settings

A different approach with post processed textures (.dds) and a contour filter would give better results

I dont rly like cartoon rendering, it reminds me old bad experiences at work as I have been working on some TV cartoon serie made in 3D with cartoon post processes, and that was a predicted total fail.
But I have a passion for post processing since forever, and noise as the primordial soup from wich harmony emerges.

I may have another try at it. sorry for the noise.
I see cartoon shading when i close my eyes so I had another go.
I could implement a 5x5 blur matrix and remove those zero division warnings
All works good now, but i had to remove gamma correction to avoid instructions limit

Now the best result are achieved with help from texture filtering options
be sure to set options - graphics - texture filtering to max and the 4 Mip bias settings below to zero 0.0.
This give the smoothest render



edit: made it a bit more light, updated screenshot
Attached images
toonshade6.jpg
Attached files
CartoonstuchloBlurtest6.zip - 1.4 KB - 9 views
Quote from turbofan :I see cartoon shading when i close my eyes so I had another go.
I could implement a 5x5 blur matrix and remove those zero division warnings
All works good now, but i had to remove gamma correction to avoid instructions limit

Now the best result are achieved with help from texture filtering options
be sure to set options - graphics - texture filtering to max and the 4 Mip bias settings below to zero 0.0.
This give the smoothest render

edit: made it a bit more light, updated screenshot

Thanks for this! How do I go about installing it?
it's mostly stuchlo's work, thanks to him
extract and save file in data/shaders
copy/rename as PostProcess.psh

setup option->misc->post processing shader [yes]
and the texture filtering as described above

The custom shaders thread
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