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转自n网:https://www.nexusmods.com/silenthillf/mods/64
Partial rewrite of the game's DX12 post processing pipeline to fix issues in tonemapping, color grading, and the appearance of UI in HDR
部分重写游戏的 DX12 后期处理管线,以修复 HDR 中色调映射、颜色分级和 UI 外观方面的问题
THIS IS A RESHADE ADDON NOT RESHADE FX
这是一个 RESHADE 插件,而不是 RESHADE FX
MOD REQUIRES HDR ON IN GAME
模组要求在游戏中打开 HDR 4 issues with the game's HDR have been fixed:
修复了游戏 HDR 的 4 个问题:
- Skipped Color Grading: The game makes heavy use of color grading LUTs created in an external program (likely OCIO). Color grading LUTs allow for developers to bake complex contrast curves and color filters into texture files which are then applied to the scene. Unreal's default HDR code doesn't offer support for external HDR LUTs and their HDR code path doesn't offer any code to apply SDR LUTs in HDR like many other games do. The LUTbuilder shaders have been modified to apply the SDR color grading LUTs in HDR, allowing us to view the developers' true artistic intent.
跳过的颜色分级: 该游戏大量使用在外部程序(可能是 OCIO)中创建的颜色分级 LUT。颜色分级 LUT 允许开发人员将复杂的对比度曲线和滤色器烘焙到纹理文件中,然后将其应用于场景。虚幻引擎的默认 HDR 代码不支持外部 HDR LUT,并且它们的 HDR 代码路径不像许多其他游戏那样提供任何在 HDR 中应用 SDR LUT 的代码。LUTbuilder 着色器经过修改,可以在 HDR 中应用 SDR 颜色分级 LUT,让我们能够看到开发人员的真实艺术意图 。 - Tone Mapping inconsistencies: The game uses different tonemapper in HDR (a broken implementation of ACES) that is missing various controls from their SDR tonemapper (Unreal Filmic), an ACES approximate. The developers can choose to apply certain adjustments to the tonemapping curve in SDR that are then not reflected in HDR as it lacks the proper controls. The tonemapper has been replaced with a blend of Unreal Filmic and our own custom implementation of ACES. This allows for parity with artistic intent in SDR while having expanded highlight detail and wide color gamut support.
色调映射不一致: 游戏在 HDR(ACES 的损坏实现)中使用了不同的色调映射器,该色调映射器(虚幻电影)缺少 SDR 色调映射器(虚幻电影)中的各种控件,这是 ACES 的近似值。开发人员可以选择对 SDR 中的色调映射曲线应用某些调整,这些调整不会反映在 HDR 中,因为它缺乏适当的控制。色调映射器已被虚幻电影和我们自己的 ACES 自定义实现的混合所取代。 这允许与 SDR 中的艺术意图相等,同时扩展高光细节和宽色域支持 。 - SDR EOTF Emulation: In SDR, the game encodes the final image in sRGB gamma before sending it out to the display. This encoding likely doesn't match up with the actual gamma curve used on the developers' displays, as basically every monitor on the market is 2.2 gamma out of the box. This means that in SDR, the gamma mismatch would have resulted in the image receiving a boost to contrast in shadows that is not present in HDR. sRGB -> 2.2 gamma conversion is now emulated in HDR, increasing contrast to match with how we think the developers had actually intended the game to look while developing in SDR. This is also backed up by the presence of severe posterization on UI elements that is now fixed with 2.2 gamma emulation.
SDR EOTF 仿真: 在 SDR 中,游戏在将最终图像发送到显示器之前以 sRGB 伽玛进行编码。这种编码可能与开发人员显示器上使用的实际伽玛曲线不匹配,因为基本上市场上的每台显示器开箱即用都是 2.2 伽玛。这意味着在 SDR 中,伽玛不匹配会导致图像在阴影中获得增强的对比度,而这在 HDR 中不存在。sRGB -> 2.2 伽玛转换现在在 HDR 中进行模拟, 增加了对比度,以符合我们认为开发人员在 SDR 中开发时实际希望游戏的外观 。UI 元素上存在严重的色调分离也支持了这一点,该分色处理现在已通过 2.2 gamma 仿真修复 。 - UI Blending: The UI and scene are in different formats when blended together when in HDR (linear) as opposed to SDR (gamma). This is noticeable on transparencies, as they often appear overly transparent in HDR, affecting readability. This is fixed by encoding the UI and scene in gamma space before blending, thus preserving the original UI blending behavior.
UI 混合: 在 HDR(线性)而不是 SDR(伽玛)中混合在一起时,UI 和场景采用不同的格式。这在透明胶片上很明显,因为它们在 HDR 中通常显得过于透明,影响可读性。通过在混合之前在伽玛空间中对 UI 和场景进行编码,从而保留原始 UI 混合行为 ,可以修复此问题。
SLIDERS: 滑 块:
MOST OF THESE SLIDERS DO NOT APPLY IN REAL TIME, OPEN THE JOURNAL TO TRIGGER THE SHADER TO RUN AGAIN SO THEY APPLY
这些滑块中的大多数不会实时应用,打开日志以触发着色器再次运行,以便它们应用
- Tone Map Type: UE ACES (Vanilla HDR), None, Vanilla+ (ACES + UE Filmic Blend), UE Filmic (SDR)
色调贴图类型:UE ACES(原版 HDR)、无、原版+(ACES + UE Filmic Blend)、UE 电影(SDR) - Peak, Game, and UI Brightness
峰值、游戏和 UI 亮度 - SDR EOTF Emulation/UI SDR EOTF Emulation
SDR EOTF 仿真/UI SDR EOTF 仿真 - Tone Map Scaling: By luminance or Per Channel tone mapping
色调映射缩放:按亮度或按通道色调映射 - Hue Correction 色相校正
- Color Grading: Exposure, Highlights, Shadows, Contrast, Saturation, Highlight Saturation, Blowout, Flare
颜色分级:曝光、高光、阴影、对比度、饱和度、高光饱和度、井喷、眩光 - LUT Strength LUT 强度
- LUT Scaling: scales the black floor to full range when it is raised by the LUT
LUT 缩放:当 LUT 升高黑色地板时,将黑色地板缩放到全范围 - Grain Type/Strength: Vanilla or Perceptual
谷物类型/强度:香草或感知
Known Issues: 已知问题:
- Sliders in the `Tone Mapping & Color Grading` section do not apply in real time. Open and close the journal in order to apply changes.
“色调映射和颜色分级”部分中的滑块不会实时应用。打开和关闭日记帐以应用更改。 - Using this addon alongside certain ReShade shaders e.g. Lilium's shaders may cause crashes
将此插件与某些 ReShade 着色器一起使用,例如 Lilium 的着色器可能会导致崩溃
Compatibility: 兼容性:
- External DLLs/injections such as Optiscaler/SpecialK/PureDark FG may not work, please test without them first to confirm whether the mod works without them. I can't make any guarantees when it comes to compatibility in this case as all these mods and RenoDX hook into the game on a low level.
Optiscaler/SpecialK/PureDark FG 等外部 DLL/注入可能无法工作,请先在没有它们的情况下进行测试,以确认模组是否在没有它们的情况下工作。在这种情况下,我无法保证兼容性,因为所有这些模组和 RenoDX 都以低级别连接到游戏中。
Instructions: 指示:
- Install ReShade 6.5.1 with add-on support (don't need to select any shaders or addons in the setup)
安装具有附加支持的 ReShade 6.5.1(无需在安装中选择任何着色器或插件) - Copy renodx-silenthillf.addon64
复制 renodx-silenthillf.addon64
into the SILENT HILL f\SHf\Binaries\Win64
installation folder, the same folder where you installed Reshade).
进入寂静之丘 f\SHf\Binaries\Win64 安装文件夹,与安装 Reshade 的文件夹相同)。 - Run the game. 运行游戏。
- Press <HOME> on your keyboard to access the Reshade UI and configure the settings. Make sure to read the tooltips, as most sliders do not apply in real time.
按 键盘上的 <HOME> 访问 Reshade UI 并配置设置。 请务必阅读工具提示,因为大多数滑块不会实时应用。
About RenoDX 关于 RenoDX
RenoDX, short for "Renovation Engine for DirectX Games", is a toolset to mod games. Currently it can replace shaders, inject buffers, add overlays, and write user settings to disks. Because RenoDX uses Reshade's add-on system, compatibility is expected to be pretty wide. Using Reshade simplies all the hook necessary to tap into DirectX without worrying about patching version-specific exe files.
RenoDX 是“DirectX 游戏翻新引擎”的缩写,是用于修改游戏的工具集。目前,它可以替换着色器、注入缓冲区、添加覆盖层以及将用户设置写入磁盘。由于 RenoDX 使用 Reshade 的附加系统,因此兼容性预计会相当广泛。使用 Reshade 简化了利用 DirectX 所需的所有钩子,而无需担心修补特定于版本的 exe 文件。
Credits 学分
Thanks to ShortFuse who helped make this possible by creating the RenoDX framework
感谢 ShortFuse 通过创建 RenoDX 框架帮助实现了这一点
Thanks to Lilium who helped make this possible by creating the HDR Analysis tools I used
感谢 Lilium,他通过创建我使用的 HDR 分析工具帮助实现了这一点
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