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Update GTA V, Elite Dangerous, and Death Stranding 2; add Halo: Campaign Evolved HDR#605

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Update GTA V, Elite Dangerous, and Death Stranding 2; add Halo: Campaign Evolved HDR#605
mqhaji wants to merge 7 commits into
clshortfuse:mainfrom
mqhaji:main

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@mqhaji

@mqhaji mqhaji commented Jul 17, 2026

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GTA V

  • add shaders for the latest game patch
  • retain superseded shaders in old subfolders
  • rename unused shaders to .hlslx instead of commenting them out in addon.cpp
  • add the fade_to_white tonemapping parameter
  • update tonemapping to PsychoV22
  • raise the peak maximum to 10,000 nits

Elite Dangerous

  • incorporate selected PsychoV24 behavior
  • remove the exposure adjustment
  • fix rendering artifacts
  • refine tonemapping parameters

Death Stranding 2

  • 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 unnecessary gamut compression
  • reuse shared PsychoV helpers and remove obsolete code

Halo: Campaign Evolved

  • add the initial HDR mod implementation
  • add a custom Unreal-style LUT builder and HDR tonemapping
  • bypass Unreal’s artificial gamut expansion in the custom HDR path
  • add user color grading
  • add perceptual film grain
  • add chromatic-aberration strength control
  • apply brightness and EOTF emulation to separately composited cutscenes
  • handle UI composition and EOTF emulation
  • preserve exact vanilla tonemapping behavior when the custom tonemapper is disabled

mqhaji added 2 commits July 17, 2026 01:24
- 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 GTAVTonemapConfig with fade_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, and graded_sdr signals used by ToneMapPass or UpgradeToneMap: 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
  • SwapChainPass is 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.

mqhaji added 4 commits July 18, 2026 03:11
- 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
@mqhaji mqhaji changed the title Update GTAV for latest patch Update GTA V, Elite Dangerous, and Death Stranding 2; add Halo: Campaign Evolved HDR Jul 25, 2026
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2 participants