feat(infinity-nikki): add game #595
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Pull request overview
Adds a new RenoDX game profile for Infinity Nikki, including swapchain proxy shaders, UE LUTbuilder overrides, post-processing fixes, and a D3D12 photomode readback path to address game-specific HDR/UI/screenshot issues.
Changes:
- Introduces Infinity Nikki–specific shader injection constants (
shared.h) and multiple HLSL shader overrides (swapchain proxy, post-process, LUTbuilder, compositing). - Adds a D3D12 photomode readback blit pass (
photomode.hpp) plus screenshot blit shaders to fix black photo mode captures. - Registers the new game addon with settings and swapchain/resource upgrade configuration (
addon.cpp) and metadata (metadata.json).
Reviewed changes
Copilot reviewed 30 out of 30 changed files in this pull request and generated 5 comments.
Show a summary per file
| File | Description |
|---|---|
| src/games/infinity-nikki/swap_chain_proxy_vertex_shader.vs_5_1.hlsl | Fullscreen triangle VS for swapchain proxy. |
| src/games/infinity-nikki/swap_chain_proxy_pixel_shader.ps_5_1.hlsl | Swapchain proxy PS handling decode/scale/encoding and gamut operations. |
| src/games/infinity-nikki/shared.h | Shared shader injection constants + injected cbuffer layout for the game. |
| src/games/infinity-nikki/screenshot_blit_vertex_shader.vs_6_6.hlsl | VS for screenshot/readback blit pass. |
| src/games/infinity-nikki/screenshot_blit_pixel_shader.ps_6_6.hlsl | PS to convert intermediate HDR data to an SDR screenshot output. |
| src/games/infinity-nikki/post-process/uicommon.hlsli | UI color helpers for PQ decode / sRGB encode paths. |
| src/games/infinity-nikki/post-process/postprocess_0x829CB947.ps_5_1.hlsl | Post-process shader override integrating RenoDX tonemap upgrade path. |
| src/games/infinity-nikki/post-process/postprocess_0x5C595F10.ps_5_1.hlsl | Additional post-process override integrating RenoDX tonemap upgrade path. |
| src/games/infinity-nikki/post-process/postfx.hlsli | Shared post-fx helpers for sampling/encoding conversions and tonemap integration. |
| src/games/infinity-nikki/photomode.hpp | D3D12 readback hook that blits HDR clone into readback source for photo mode. |
| src/games/infinity-nikki/output/output.hlsli | Output include shim for game output shaders. |
| src/games/infinity-nikki/metadata.json | Game metadata (id/title/status/notes/deploy appid). |
| src/games/infinity-nikki/lutbuilder/lutbuilderoutput.hlsli | LUTbuilder output processing for specific UE output devices. |
| src/games/infinity-nikki/lutbuilder/lutbuildercommon.hlsli | Common LUTbuilder math/grade utilities and output generation logic. |
| src/games/infinity-nikki/lutbuilder/lutbuilder_0xCA383248.ps_5_1.hlsl | LUTbuilder shader override wiring into shared LUTbuilder pipeline. |
| src/games/infinity-nikki/lutbuilder/lutbuilder_0xC130BE2D.ps_5_1.hlsl | LUTbuilder shader override variant wiring into shared LUTbuilder pipeline. |
| src/games/infinity-nikki/lutbuilder/lutbuilder_0x80CD76B6.ps_5_1.hlsl | LUTbuilder shader override variant wiring into shared LUTbuilder pipeline. |
| src/games/infinity-nikki/lutbuilder/lutbuilder_0x7570E7B1.ps_5_1.hlsl | LUTbuilder shader override variant wiring into shared LUTbuilder pipeline. |
| src/games/infinity-nikki/lutbuilder/filmtonemap.hlsli | UE filmic tonemap + extended tail implementation for HDR behavior. |
| src/games/infinity-nikki/lutbuilder/etcfunctions.hlsli | Extra tone-mapping / LMS utilities used by LUTbuilder pipeline. |
| src/games/infinity-nikki/composite/lilium_rcas.hlsli | RCAS sharpening implementation (ported) for composite path. |
| src/games/infinity-nikki/composite/composite.hlsli | UI/scene compositing utilities, grain and sharpening hooks, HDR10/scRGB outputs. |
| src/games/infinity-nikki/common.hlsli | Common include shim for Infinity Nikki shaders. |
| src/games/infinity-nikki/addon.cpp | Game addon entrypoint: settings, swapchain/shader hooks, resource upgrades, photomode integration. |
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| float pixLum = ((bLum + dLum + hLum + fLum) * lobe + eLum) * rcpL; | ||
| float3 pix = clamp((pixLum / eLum), 0.f, 4.f) * e; |
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| float4 ConditionalConvertSRGBToBT2020(float4 srgb_color) { | ||
| ConditionalConvertSRGBToBT2020(srgb_color.rgb); | ||
| return float4(srgb_color.rgb, srgb_color.a); | ||
| } |
| return PQDecodeSrgbEncode(color.x, color.y, color.z); | ||
| } | ||
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| float3 RestoreLumiannce(float3 color) { |
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| {"ToneMapGammaCorrection", 0.f}, | ||
| {"UIGammaCorrection", 0.f}, | ||
| {"ToneMapHueCorrectionType", 0.f}, | ||
| {"ToneMapHueCorrection", 0.f}, | ||
| {"OverrideBlackClip", 0.f}, |
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Based on UE-Extended, compared to the generic Unreal Engine addon, this contains some game-specific fixes for post-processing done in some cutscenes, and fixes black photos taken with photo mode and transparent UI elements.
No support will be provided in regards to bypassing Anti-Cheat Expert for injecting ReShade.