GIMI Texture Extention Shaders
TexFx textures encode effects in the ps-t69 and ps-t70 slot.
Inside the TexFx folder, there is a config.ini change some major settings which can impact some mods.
The $uncensor
setting can be set to 0/1/2
where 0
enables the "Remove Transparency Filter" effect, disabling the Mosaic Censor entirely, 1
, which will behave as the game originally did, and 2
which will disable the Censor till the camera enters the body. 2
is the default, for the best gameplay experience. (Planned, Add a UI toggle or Enabled Keybinding for this option.) This default is subject to change.
The $seizure
setting can be set to 1 or 0 to prevent mods which might have flashing or strobing effects with RGB. Please make sure to review this setting if you do or don't want it. It is set to 1
on by default. (Genshin Already warns Photosensitive users).
Thanks to Annplan for Sponsoring this feature!
The RGB channels will be directly assigned to the outline color if there is a texture in ps-t70. Applicable to Characters, Weapons, NPCs, Monsters and More! Alpha below 50% will discard the outlines.
[TextureOverrideFavoniusGreatsword]
hash = 945cd6d3
match_priority = 0
ps-t70 = ResourceFaveSwordOutline
[ResourceFaveSwordOutline]
filename = FaveSwordOutline.dds
Transparency (Opacity) on the RED channel
Emissives (Brightness) on the GREEN channel
Bloom Intensity (Glow) on the BLUE channel.
HSV Shift on the ALPHA channel.
Channel | Value | Effect |
---|---|---|
RGBA | 0 | Do nothing |
Red | 1-254 | Transparent |
Red | 255 | Discard (Skip Rendering) |
Green | 1-255 | Shadow - Bright |
Blue | 1-255 | Bloom |
Alpha | 1-63 | Variable Color Replace |
$\TexFx\glow_intesity
and $\TexFx\bloom_intesity
may be used to change the intesity of Green and Blue, or $\TexFx\hue
, $\TexFx\sat
, $\TexFx\val
of the Alpha lower segment.
; Example:
[TextureOverrideHead]
hash = 1234abcd
match_first_index = 0
ib = ResourceIB
ps-t0 = ResourceHeadNormalMap
ps-t1 = ResourceHeadDiffuse
ps-t2 = ResourceHeadLightMap
ps-t69 = ResourceTexFxMap
run = CommandList\TexFx\T.1
; \Transparency.0 (2.9-) Part has no Normal Map
; \Transparency.1 (3.0+) Part has a Normal Map
;
; -- Version 1.04, shorthand Aliases are prefered. --
; commandlist\texfx\T.0
; commandlist\texfx\T.1
; CommandList\TexFx\TransparencyNatlan
; CommandList\TexFx\TN
hic_sunt_dracones/ComponentFriendlyBuiltinShaders.ini
This introduces some new concepts that allow us to use TexFx in a new and exciting way, we can use it to create "Materials" or "Sub Parts" like a pair of sunglasses which which can have thier own draw passes! We can create other custom shaders and effects, but for now I've included two default ones which use normal TexFx behavior.
The syntax is verbose, but it's a price we must pay for power.
; Use Example
if $Hood == 1
ps-t0 = ResourceDiffuse
ps-t1 = ResoourceLightmap
ps-t69 = ResourceTexFxMask
$\TexFx\_1 = <DRAWINDEX>
$\TexFx\_2 = <DRAWOFFSET>
run = CommandList\TexFx\Component.1
;run = CommandList\TexFx\C
;run = CommandList\TexFx\ComponentNatlan
endif
; Notable TexFx Words and Aliases.
; To multiply your Green and Blue Channels
; note, the 2nd options are shorthands.
$\TexFx\bloom_intesity
$\TexFx\bloom
$\TexFx\glow_intesity
$\TexFx\glow
; TexFx Alpha Channel, Variable Color Replace.
$\TexFx\hue
$\TexFx\sat
$\TexFx\val
; TexFx version number
$\TexFx\version
; Draw Indexed Carriers for Components
$\TexFx\_1
$\TexFx\_2
; TexFx CommandLists for Default Transparency.
run = CommandList\TexFx\T
run = CommandList\TexFx\T.0
run = CommandList\TexFx\Transparency
run = CommandList\TexFx\Transparency.0
;-slot 0 normal maps
run = CommandList\TexFx\T.1
run = CommandList\TexFx\Transparency.1
; Natlan versions of above.
run = CommandList\TexFx\TN.0
run = CommandList\TexFx\TNat.0
run = CommandList\TexFx\TransparencyNatlan.0
run = CommandList\TexFx\TN
run = CommandList\TexFx\TN.1
run = CommandList\TexFx\TNat
run = CommandList\TexFx\TNat.1
run = CommandList\TexFx\TransparencyNatlan
run = CommandList\TexFx\TransparencyNatlan.1
; TexFx CommandLists for Default Component based Transparency.
run = CommandList\TexFx\C
run = CommandList\TexFx\C.0
run = CommandList\TexFx\Component
run = CommandList\TexFx\Component.0
;-slot 0 normal maps
run = CommandList\TexFx\C.1
run = CommandList\TexFx\Component.1
;-Natlan Characters
run = CommandList\TexFx\CN
run = CommandList\TexFx\CN.1
run = CommandList\TexFx\CNat
run = CommandList\TexFx\CNat.1
run = CommandList\TexFx\ComponentNatlan
run = CommandList\TexFx\ComponentNatlan.1
; Natlan Parts without Normal Maps, not sure if needed.
run = CommandList\TexFx\CN.0
run = CommandList\TexFx\CNat.0
run = CommandList\TexFx\ComponentNatlan.0
; Disable the built in "Hull Hack" which ignores vertex colors which offsets transparency.
run = CommandList\TexFx\Shh
run = CommandList\TexFx\SupHH
run = CommandList\TexFx\SupressHullHack
; Force Outline for Transparent parts on/off
run = CommandList\TexFx\FO.E
run = CommandList\TexFx\FO.Enable
run = CommandList\TexFx\ForceOutline.Enable
run = CommandList\TexFx\FO.D
run = CommandList\TexFx\FO.Disable
run = CommandList\TexFx\ForceOutline.Disable
Rename DISABLED_Keybindings.ini
, it is disabled by default to preserve your custom keybindings between updates. If you're using XXMI, you will also need to edit the DISABLED_Includes.ini
but don't remove the DISABLED
word, just uncomment the the lines for Keybindings.ini
TexFx conflicts with Silent's ShaderFixes mod, so it includes it's own version.
Press CTRL+F7
To toggle the censorship patch (Remove Transparency Filter)
Hold F7+Shift
to preview the HullHack Effect (Enabled->Disable while holding).
If you prefer the old way, you can add one of these commands to your mod. (Alliases)
run = CommandList\TexFx\SupressHullHack
run = commandlist\texfx\suphh
$\texfx\hull_hack = 0
Try setting the remaining body parts like this ps-t69 = null
. You do not need to call the commands, texfx is suppose to do this automatically, but it isn't always able to do it properly, and this can help prevent unexpected behaviors, even with unrelated mods. In 4.5 there is a known issue with some mods in the some menus which can be fixed with this.
Removed The [Rendering]
setting cache_shaders
from the d3dx_overrides.ini
can sometimes prevent shaders from properly reloading. It will drop your FPS drop some when you first visit new areas after installing or updating the mod.
You may also clear your ShaderFixes folder of unwanted shaders. If experienceing issues, you can rename this folder and reload to see if it replairs the issue. In which case you may investigate further.
Please share with me as many details as possible, like what GPU you have, and if you're using the latest GitHub or GameBanana version. You can leave a comment on GameBanana or make a GitHub Issue.
Just try changing which version of the command you're using.
\Transparency.1 -> \Transparency.0 or the other way around.
Warning
Severe: SilentNightSounds Remove Transparency Filter This will likely cause transparent parts to be drawn over the original, resulting in no transparency and a slight glow.
Extensions are add-on type mods that are intended to be used with TexFx Main, but will not guarantee compatibility between versions. For example, I already regret the name of the first extension, because the numbers are backwards for the name. The exensions folder denn_die_todten_reiten_schnell
may be renamed in the near future as well.
The intent is to allow anyone to make extensions for the main mod. This could include new effect shaders, new pre-made effects, or utilities. As I add features this should be a lot more appealing, but for now I have just added a very early example and the first utility mod.
Tip
This Extension will be removed in favor of a different tool called FakeLightmap, a Virtual Texture mod which can be used to quickly manipulate texture values in game!
The int_opacity
extension is zipped in denn_die_todten_reiten_schnell
Just unzip and it will enable the following commands. (Requires Main)
; X is any number from 0-255,
; 0.X and 1.X follow the same convention as TexFx.
run = CommandList\int_opacity\0.X
run = CommandList\int_opacity\1.X