ReShade
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Vancouver CA   12, Aug — 17, Aug
London XE   17, Aug — 20, Aug
Cologne DE   19, Aug — 21, Aug
Cologne DE   22, Aug — 26, Aug
Seattle US   28, Aug — 30, Aug
Latest comments
by earn to die
4 hours ago

Thanks for sharing.I found a lot of interesting information here. A really good post, very thankful and hopeful that you will write many more posts like this one. - earn to die

by Clinton Crumpler
13 hours ago

very nice!

by Remingthon
16 hours ago

Very impressive work dude!

ReShade
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ReShade is an advanced, fully generic post-processing injector for games and video software. Imagine your favorite game with ambient occlusion, real depth of field effects, color correction and more ... ReShade exposes an automated generic way to access both color and depth information (latter is automatically disabled during multiplayer to prevent exploitation) and all the tools to make it happen.
  • Assassin's Creed Unity
  • Sleeping Dogs
  • Assassin's Creed Unity
  • Ryse: Son of Rome

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.

Questions
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