Update GTA V, Elite Dangerous, and Death Stranding 2; add Halo: Campaign Evolved HDR#605
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mqhaji wants to merge 7 commits into
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Update GTA V, Elite Dangerous, and Death Stranding 2; add Halo: Campaign Evolved HDR#605mqhaji wants to merge 7 commits into
mqhaji wants to merge 7 commits into
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- added new shaders - left old shaders in `old` subfolders - changed unused shader extensions to .hlslx instead of commenting out lines in `custom_shaders` in addon.cpp - added new `fade_to_white` parameter used in new tonemap shaders
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Pull request overview
Updates the GTAV Enhanced RenoDX addon for the latest GTA V patch by refreshing the shader set and aligning the tonemap path with current RenoDX PsychoV tooling and new fade behavior.
Changes:
- Added/updated multiple GTAV shader overrides (new hashes) and retained prior versions under
old/for reference/compat. - Extended
GTAVTonemapConfigwithfade_to_white, added a zero-init helper, and updated the PsychoV path to psychotm_test22. - Simplified shader registration (
__ALL_CUSTOM_SHADERS) and adjusted UI settings (PsychoV-22 label, peak nits max to 10k with logarithmic control).
RenoDX review checklist
- PR scope and commits are tidy: Pass
- Review comments are helpful: Pass
- Defaults preserve the original/vanilla look as closely as practical; extra HDR look, contrast, saturation, or brightness is opt-in: Pass
- Preset Off/reset and Vanilla/0 behavior are clear; Vanilla/0 is not treated as full Off if grading/effects remain active: N/A
- The PR does not implement final-frame inverse tonemapping from a completed SDR swapchain/backbuffer: Needs comment (see stored note about the “AutoHDR” TODO)
- Tonemap/LUT shaders prove the
untonemapped,neutral_sdr, andgraded_sdrsignals used byToneMapPassorUpgradeToneMap: N/A ToneMapPass, PsychoV, and other tonemappers receive linear input; encoded/gamma/sRGB values are decoded before tonemapping: Pass- Vanilla LUT paths prove their domain, sampling, masks/strength/scaling, and HDR bridge/reconstruction strategy: N/A
- Hard clips,
saturate, UNORM writes, or lower-format copies do not destroy HDR range before HDR-critical work is complete, except scoped Vanilla/0 resource-clamp emulation: Pass SwapChainPassis only final output encoding for a proven intermediate, not hidden tonemap replacement, LUT reconstruction, or inverse SDR expansion: Pass- Output mode prefers HDR10/PQ with an SDR/HDR toggle; scRGB is used only for rare, justified compatibility or integration cases: N/A
Reviewed changes
Copilot reviewed 35 out of 39 changed files in this pull request and generated no comments.
Show a summary per file
| File | Description |
|---|---|
| src/games/gtav-enhanced/PS_puddleMaskAndPassCombined_0x013E5734.ps_6_0.hlsl | Adds new puddle mask/pass shader for updated patch hash. |
| src/games/gtav-enhanced/PS_LensDistortion_0x9A3213A0.ps_6_0.hlslx | Adds lens distortion shader (marked via .hlslx extension). |
| src/games/gtav-enhanced/PS_corona_0x578F2892.ps_6_0.hlsl | Adds new corona shader variant and applies CUSTOM_CORONA multiplier. |
| src/games/gtav-enhanced/PS_corona_0x3025A695.ps_6_0.hlsl | Formatting-only adjustment to function signature layout. |
| src/games/gtav-enhanced/PS_BinkNoAlpha_0x7EABC435.ps_6_0.hlslx | Adds Bink video shader variant (includes an “AutoHDR” TODO note). |
| src/games/gtav-enhanced/old/shared.h | Provides old/ folder include bridge to shared definitions. |
| src/games/gtav-enhanced/old/PS_puddleMaskAndPassCombined_0x4BA8AA92.ps_6_0.hlsl | Minor formatting changes retained under old/. |
| src/games/gtav-enhanced/light_streaks/PS_LightStreaksBlurLow_0xefcf7ec3.ps_6_0.hlslx | Adds light streak blur shader variant with CUSTOM_LIGHT_STREAKS scaling. |
| src/games/gtav-enhanced/composite/PS_CompositeShallowHighDOFHHExtraFX_0xCCF8C97A.ps_6_0.hlsl | Adds new composite shader; routes RenoDX path via GenerateGTAVOutput with fade-to-white support. |
| src/games/gtav-enhanced/composite/PS_CompositeShallowHighDOFExtraFX_0x41035F8C.ps_6_0.hlsl | Adds new composite shader variant; integrates fade-to-white into RenoDX output path. |
| src/games/gtav-enhanced/composite/PS_CompositeSeeThrough_0x864A867F.ps_6_0.hlslx | Adds include + formatting adjustments for composite “see-through” path. |
| src/games/gtav-enhanced/composite/PS_CompositeNV_0xDDB307E0.ps_6_0.hlslx | Adds include + formatting adjustments for night-vision composite path. |
| src/games/gtav-enhanced/composite/PS_CompositeMBHighDOFNV_0x7DCEAC64.ps_6_0.hlslx | Adds include + minor formatting for MB high DOF NV path. |
| src/games/gtav-enhanced/composite/PS_CompositeHighDOFNV_0x40497C42.ps_6_0.hlslx | Adds include + formatting adjustments for high DOF NV path. |
| src/games/gtav-enhanced/composite/PS_CompositeHHExtraFX_0x35504181.ps_6_0.hlsl | Adds new composite shader (HH ExtraFX) with RenoDX tonemap config wiring. |
| src/games/gtav-enhanced/composite/PS_CompositeExtraFX_0x76CB2843.ps_6_0.hlsl | Adds new composite shader (ExtraFX) with RenoDX tonemap config wiring. |
| src/games/gtav-enhanced/composite/old/PS_CompositeShallowHighDOFHHExtraFX_0x2ACFAE90.ps_6_0.hlsl | Initializes GTAVTonemapConfig via CreateGTAVTonemapConfig() for safer defaults. |
| src/games/gtav-enhanced/composite/old/PS_CompositeShallowHighDOFExtraFX_0xD0EB7F86.ps_6_0.hlsl | Same GTAVTonemapConfig init update in old/ shader. |
| src/games/gtav-enhanced/composite/old/PS_CompositeMBShallowHighDOFHHExtraFX_0x88D3E3C8.ps_6_0.hlsl | Same GTAVTonemapConfig init update in old/ shader. |
| src/games/gtav-enhanced/composite/old/PS_CompositeMBShallowHighDOFExtraFX_0xA7D7E765.ps_6_0.hlsl | Same GTAVTonemapConfig init update in old/ shader. |
| src/games/gtav-enhanced/composite/old/PS_CompositeMBHighDOFHHExtraFX_0xE83B0B7E.ps_6_0.hlsl | Same GTAVTonemapConfig init update in old/ shader. |
| src/games/gtav-enhanced/composite/old/PS_CompositeMBHighDOFExtraFX_0xB3DDE381.ps_6_0.hlsl | Same GTAVTonemapConfig init update in old/ shader. |
| src/games/gtav-enhanced/composite/old/PS_CompositeMBHHExtraFX_0xA9CCF727.ps_6_0.hlsl | Same GTAVTonemapConfig init update in old/ shader. |
| src/games/gtav-enhanced/composite/old/PS_CompositeMBExtraFX_0x01C9FD7F.ps_6_0.hlsl | Same GTAVTonemapConfig init update in old/ shader. |
| src/games/gtav-enhanced/composite/old/PS_CompositeHighDOFHHExtraFX_0xA695CEB0.ps_6_0.hlsl | Same GTAVTonemapConfig init update in old/ shader. |
| src/games/gtav-enhanced/composite/old/PS_CompositeHighDOFExtraFX_0xD0746A48.ps_6_0.hlsl | Same GTAVTonemapConfig init update in old/ shader. |
| src/games/gtav-enhanced/composite/old/PS_CompositeHHExtraFX_0x561305D2.ps_6_0.hlsl | Same GTAVTonemapConfig init update in old/ shader. |
| src/games/gtav-enhanced/composite/old/PS_CompositeExtraFX_0xED97A548.ps_6_0.hlsl | Same GTAVTonemapConfig init update in old/ shader. |
| src/games/gtav-enhanced/composite/old/common.hlsli | Adds include bridge for old/ composite shaders to share common logic. |
| src/games/gtav-enhanced/composite/common.hlsli | Adds fade_to_white, zero-init helper, and updates PsychoV call to psychotm_test22. |
| src/games/gtav-enhanced/addon.cpp | Switches to __ALL_CUSTOM_SHADERS, updates tone mapper label, and expands peak nits control. |
- replace Reinhard and Neutwo mapping with Test24 peak compression - add anchored contrast, highlight, shadow, and flare grading - simplify LUT scaling in the native gamma-2 domain - preserve LUT color with RecolorUnclamped - enable cone bleaching and revise grading defaults - disable unneeded gamut compression - reuse shared PsychoV helpers and remove obsolete code
- add custom Unreal LUT builder and HDR tone mapping - add user color grading - add perceptual film grain - add chromatic aberration strength - apply brightness and EOTF emulation to separately composited cutscenes - handle UI composition and EOTF emulation - preserve vanilla tone mapping behavior
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GTA V
oldsubfolders.hlslxinstead of commenting them out inaddon.cppfade_to_whitetonemapping parameterElite Dangerous
Death Stranding 2
RecolorUnclampedHalo: Campaign Evolved