Thanks a lot ! Did you give some masterclass of something ?
How is the Clovers sit on top between tiles? for mine, blend modes doesnt seem to be working... they follow the height of the tiles which results in extreme distortion of clovers following the height changes of tiles
I really liked Cris Tales, its a Colombian game, i really like it how it looks, its like a old JRPG with a unique graphic style: https://www.youtube.com/watch?v=EXAUWjhqeKg
The possibilities are endless! Advanced depth-edge-detection-driven SMAA antialiasing, screen space ambient occlusion, depth of field, chromatic aberration, dynamic film grain, automatic saturation and color correction, cross processing, multi-pass blurring … you name it.
Write your own effects
ReShade features its very own shading language and transcompiler. The syntax is based on HLSL, adding useful features designed for developing post-processing-effects: Define and use textures right from the shader code, render to them, change renderstates, retrieve color and depth data, request custom values like timers or key states, …
And that’s not it. Write your shaders just once, they’ll work everywhere, regardless of your target being Direct3D or OpenGL: ReShade takes care of trans-compiling to the right shader model and language.