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by Crosire
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Please take the time to read this whole readme ... Thank you! =)
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Contents:
--------1. About
2. Requirements
3. Installation
3.1 Mediator
3.2 Manually
4. Additional Credits
==============================================================================
About:
-----ReShade is an advanced post-processing injector. It features its very own
effect language, based on HLSL, which not only makes API and platform
independent shaders possible, but also introduces a wide range of useful
features designed especially for post-processing effect development.
In contrast to all the existing injectors ReShade was written to be completly
generic: it itself does not come with any effects, it's a toolset for shader
developers to realize their very own imagination. Define and use your own
textures right in the shader code, request custom timers etc., retrieve access
to every game's color and depthbuffer (which ReShade is able to genericly
identify and hook across games without any extra configuration), no matter if
it renders with Direct3D8 (which is wrapped to Direct3D9 to allow using higher
shadermodels), Direct3D9, Direct3D10, Direct3D11 or OpenGL (and in both 32bit
and 64bit). A highly advanced dynamic hooking system is reponsible for keeping
track of the APIs. And because ReShade as mentioned comes with its own shader
transpiler, shaders written once work in all five.
Donations to keep this project alive are warmly welcomed!
https://paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=9WF7VF9L7G4QW
==============================================================================
Requirements:
------------ReShade requires a computer with Windows Vista or higher.
If you want to use it with OpenGL games, your video card needs to have support
for at least OpenGL 4.3.
It is recommended to update your graphics card drivers to latest version.
The only main software requirement is the DirectX runtime, which probably is
already installed:
- https://www.microsoft.com/download/details.aspx?id=35
Installation:

------------Mediator:
~~~~~~~~~~~
Run the provided "Mediator" tool, press "Add" in the ReShade Setup Category
and browse to your targeted game's executable file. The setup then tries to
detect which API the game uses for rendering. It then suggests the API for you
to install the required binaries. There might be cases in which the suggestion
is not correct or where auto-detection failed. If so, choose the correct API
from the list yourself. Confirm the installation and let the Mediator create a
link to your ReShade files and install the selected binary in your target
application folder. Thats it, you created a new application profile and
installed the ReShade binaries!
Next time your run the game, you should see the ReShade greeting popping up.
If that is not the case, try to do a manual installation.
Note that the Mediator is just provided for convenience and in no way
required to get ReShade fully working. A manual installation will do the same
good.
Manually:
~~~~~~~~~
Figure whether the game is 32bit or 64bit and copy either ReShade32.dll or
ReShade64.dll to the directory the game executable is in:
Figure out which API the game uses for rendering, or any of the following DLL
names the game loads and rename the DLL you just copied to that:
- Direct3D8 => d3d8.dll
- Direct3D9[Ex] => d3d9.dll
- Direct3D10.X => dxgi.dll
- Direct3D11.X => dxgi.dll
- OpenGL => opengl32.dll (for 64bit too)
Done!
If it still does not work, make sure the DLL is loaded at all (a log file with
the DLL name is created). Repeat the process with another name from the list.
Sometimes the game loads its DLLs from a different directory (a "bin" folder
for instance), so try to install ReShade to that one instead.
In case you experience crashes on startup, make sure no third-party overlays,
game boosters, screen recording, screen streaming or similar software is
running.
If that all fails, please report back with a detailed description of what you
tried so far.
==============================================================================
Additional Credits:
------------------Special thanks to Christian Jensen (CeeJay.dk).
He was a very great help in every possible way, did a lot of testing
(especially regarding the shading language) and is always a nice person to
talk to.

Thank you to all the closed beta testers as well. You were awesome, notably:
- CeeJay.dk
- Marty McFly
- Matsilagi
- Martigen
- K-putt
- LuciferHawk
Libraries used:
- Frexx CPP by Daniel Stenberg (https://github.com/bagder/fcpp)
- GL3W by Slavomir Kaslev (https://github.com/skaslev/gl3w)
- MinHook by Tsuda Kageyu (https://github.com/RaMMicHaeL/minhook)
- NanoVG by Mikko Mononen (https://github.com/crosire/nanovg)
- STB by Sean Barrett (https://github.com/nothings/stb)
Additional license argeements can be found in the accompanying EULA text file.
==============================================================================

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