A collection of shaders for ReShade, focused on Global Illumination (GI), Ambient Occlusion (AO), Screen-Space Reflections (SSR), Sharpening, and visual enhancements.
Developed and adapted by Barbatos.
Note: Artificial Intelligence is used as an assistant in the development, optimization, and coding of these shaders.
- BaBa_GI.fx
- Screen-Space Global Illumination for high performance.
- BaBa_XeGTAO.fx
- Implementation based on Intel XeGTAO (Ground Truth Ambient Occlusion).
- NeoSSAO.fx
- A Screen-Space Ambient Occlusion using Ray Tracing.
- MiAO.fx
- A simple and performant ambient occlusion implementation, repurposing concepts from FidelityFX CACAO.
- Ideal for those seeking a balance between quality and performance.
- DepthDarknening.fx
- Enhances depth perception by applying unsharp masking to the depth buffer.
- BaBa_SSR.fx
- Full, high-quality screen-space reflections.
- Supports PBR materials (metallic/roughness), TAA (Temporal Anti-Aliasing) for stability, and normal-based surface details.
- BaBa_SSR_Lite.fx
- Optimized version of SSR focused on mobile GPUs or systems with fewer resources.
- Maintains essential functionality with lower processing cost.
- BaBa_NVSharpen.fx
- Implementation of the NVIDIA Image Scaling (NIS) algorithm.
- High-quality adaptive and directional sharpening with edge detection to avoid artifacts.
- BaBa_NeuralSharpen.fx
- Advanced sharpening technique designed to enhance fine details intelligently without over-sharpening noise or introducing heavy ringing.
- BaBa_Deband.fx
- Smooths out color banding artifacts (gradient stepping) often found in compressed skies or low-bit-depth textures.
- JaSharpen.fx
- Sharpening based on convolution kernels and unsharp masking. Simple and effective.
- DAA.fx (Directional Anti-Aliasing)
- Edge-aware spatiotemporal anti-aliasing technique.
- Smoothes jaggies by applying directional blur based on local gradient detection.
- PHDR.fx
- Implementation to balance luminance, recover shadow details, and manage highlights for to LDR monitors. It's not true HDR.
- VividTone.fx
- Transforms ordinary visuals into vibrant, high-contrast scenes.
- Includes static/adaptive exposure, shadow lift, and fake HDR controls.
- uFakeHDR.fx
- Adding saturation, contrast, and luminance using LUTs created from neural networks.
- BaBa_Flow.fx
- High-quality motion estimation (Optical Flow). Generates motion vectors that can be used by other shaders for temporal effects.
- Based on LumaFlow.
- BaBa_Flow_Lite.fx
- A lightweight, faster version of the optical flow estimation, balancing performance and motion accuracy.
- SoftMotion.fx
- Emulates frame interpolation or motion blur using the generated motion vectors.
- Can create a sense of fluidity or stylized motion blur.
- S_Outline.fx
- Outline detection based on Depth and/or Color.
- Includes an animated "Wobble" effect.
- Download the repository.
- Copy the
.fxand.fxhfiles from theShadersfolder to thereshade-shaders\Shadersfolder of your ReShade installation. - Copy the
Texturesfolder (containing assets likeSS_BN.png,Barbatos_Hilbert_RGB.png, etc.) to thereshade-shaders\Texturesfolder. - In-game, open the ReShade menu and enable the desired effects.
Most of these shaders (GI, XeGTAO, NeoSSAO, SSR, Depth Darkening, Outlines) require correct access to the game's Depth Buffer.
Ensure you configure the global preprocessor definitions correctly in the "Edit Global Preprocessor Definitions" tab of ReShade:
RESHADE_DEPTH_LINEARIZATION_FAR_PLANE: Set the game's maximum render distance.RESHADE_DEPTH_INPUT_IS_UPSIDE_DOWN: Set to 0 or 1 depending on whether the depth buffer appears vertically inverted.RESHADE_DEPTH_INPUT_IS_REVERSED: Set to 1 if the game uses a reversed depth buffer (common in modern DX11/12 games).RESHADE_DEPTH_INPUT_IS_LOGARITHMIC: Required for some games with a logarithmic buffer.
For a complete guide, refer to: ReShade Depth Guide - Marty's Mods
- Barbatos Bachiko: Original development, adaptation, and optimization of the listed shaders.
- Intel Corporation: Original XeGTAO code (MIT License).
- NVIDIA Corporation: Original NIS Sharpen code (MIT License).
- Umar-afzaal (Kaidô): Original Optical Flow code (LumaFlow).
Community and Support: Join our Discord to discuss shaders, ask questions, and share your work! DISCORD