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[mod:dishonored2] Add RenoDX support - #620
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decoded-brain wants to merge 1135 commits into
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decoded-brain wants to merge 1135 commits into
decoded-brain wants to merge 1135 commits into
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- Add SM5_x support - Add Lost Soul Aside Native HDR Shader (Native HDR On)
- Add Romeo is a dead man lutbuilders - Fix colorscale cbuffer not being fed
- Replace Sample() with SampleLevel() -- CS5 doesnt seem to like Sample() - Add Lies of P Lutbuilders + Native HDR Composite shader
- Add UI/blit shaders - Remove scuffed ui fix slider
- Add LAD Ishin Lutbuilders + composite shaders
- Use neutwo instead of Hermit - Move display mappingto user peak to lutbuilder output - displaymap in bt2020 vs. ap1
- Add high on life 2 lutbuilders - Remove ExpandGamut in all SM6 Lutbuilders - Process color in both of romeo's branches
- Use CorrectHueAndChrominanceOKLab with sdr/vanilla color for sdr blowout simulation - Swap to Max CH tonemap - Move ApplySaturationBlowoutHighlightSaturationAP1 to after displaymap to user peak so luts dont get griefed by feeding them a saturated color - Clean up sliders
- Add comments
- Use HueAndChrominanceOKLab() - Default Hue Shift to 50.f - Default blowout to 70.f
[mod:ue-extended] Add Densha Attack post-processing shaders
- Fix Hide UI to work in Filmic SDR
…n ue extended in working space, add new lut scaling method, ui polish, more
[UE-EXTENDED] Overhaul grading and LUT workflow
[UE-EXTENDED] Remove padding and fix formatting
- Change lut config defaults to 0.f for max ch and gamut compress since we handle that ourselves
…g, LMS bug fixes, fix blue correct use on hue/chroma reference
[UE-EXTENDED] Refactor LUT builder color processing
[UE-EXTENDED] LEGO Horizon Adventures
- Fix Max Ch scaling clamping to bt709 unintentionally
- Add a max(1e-7f clamp to filmic input and output in LMS - Fix EOTF scaling being in advanced
The target already contains the Dishonored 2 implementation. Keep its upstream-compatible tree while recording the source branch ancestry.
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Summary
SwapChainPassproxy.DISHONORED2_GRAPHICAL_UPGRADE_COMPATIBILITY_ABI = 1for optional Dishonored2GraphicalUpgrade integration.Why
Dishonored 2 exposes the real scene, exposure, bloom, vanilla tone curve, and 3D color grade in the target tonemap shaders. This implementation feeds those proven pre-SDR and vanilla-reference signals into
ToneMapPassinstead of inverse-tonemapping a completed SDR frame. The FP16 resource clone prevents the upgraded result from being clipped by the original RGBA8 intermediate, while the proxy shader is limited to final HDR10 encoding.Defaults
New installations keep the original presentation effects neutral by default:
Existing saved settings continue to use their stored values.
Build verification
Validated from a clean branch based on
clshortfuse/main:Checks performed:
git diff --checkmetadata.jsonvalidated againstrenodx-metadata-schema.json0xA6F33860,0x11E16EF3,0x1A0CD2AE, and both swapchain proxy shadersbuild/Release/renodx-dishonored2.addon64NAME,DESCRIPTION, andDISHONORED2_GRAPHICAL_UPGRADE_COMPATIBILITY_ABI.csoor addon binaries are included in the diffRuntime verification boundary
The source build before this clean upstream port was tested in game by the author. Its ReShade 6.8 log confirms addon loading, registration of all three replacement hashes, and simultaneous Dishonored2GraphicalUpgrade loading. The binary built from this exact upstream branch has not yet been runtime-retested, so this PR is intentionally a Draft.
Draft note
The current implementation selects HDR10 output at startup and does not yet expose a synchronized SDR/HDR output toggle. This is left explicit for maintainer feedback rather than expanding the initial port beyond the tested game path.