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@FransBouma
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;------------------------------------------------------------------------------------------------------
; Logging options.
; Comment line or set value to 0 for no logging.
;------------------------------------------------------------------------------------------------------
[Logging]
; Log all API usage
calls=0
; Log Input key actions
input=0
; Super verbose massive log
debug=0
; Unbuffered logging to avoid missing anything at file end
unbuffered=0
; Force the CPU affinity to use only a single CPU for debugging multi-threaded
force_cpu_affinity=0
; Log NVAPI convergence modifications
convergence=0
; Log NVAPI separation modifications
separation=0
; ------------------------------------------------------------------------------------------------------
; Default constants to pass directly to shaders as IniParams
; ------------------------------------------------------------------------------------------------------
[Constants]
x = 1
y = 1
z = 1
; w = 2.0
;------------------------------------------------------------------------------------------------------
; Custom settings override for any of [convergence, separation, x, y, z, w]
;
; Four types are supported - by default the bindings will simply load the
; configured settings, but type=hold can be specified to have a preset
; active while the button is held, type=toggle can be used to make a simple
; on/off toggle, and type=cycle can be used to cycle between several presets.
;
; Delays (type=hold only) and linear or cosine trasition periods (any key type)
; can be used to better synchonrise setting changes to the game's animations,
; or to smoothly adjust UI elements over a short period of time.
;
; Key bindings: For A-Z and 0-9 on the number row, just use that single
; character. For everything else (including mouse buttons), use the virtual key
; name (with or without the VK_ prefix) or hex code from this article:
; http://msdn.microsoft.com/en-us/library/windows/desktop/dd375731(v=vs.85).aspx
;
; Keys can also be from XBox controllers using:
; XB_LEFT_TRIGGER, XB_RIGHT_TRIGGER,
; XB_LEFT_SHOULDER, XB_RIGHT_SHOULDER,
; XB_LEFT_THUMB, XB_RIGHT_THUMB,
; XB_DPAD_UP, XB_DPAD_DOWN, XB_DPAD_LEFT, XB_DPAD_RIGHT,
; XB_A, XB_B, XB_X, XB_Y, XB_START, XB_BACK, XB_GUIDE
; By default all attached controllers are used - to associate a binding with a
; specific controller add the controller number 1-4 to the prefix, like
; XB2_LEFT_TRIGGER, though this may be more useful for hunting than playing.
;------------------------------------------------------------------------------------------------------
; Example for changing default settings
[Key1]
Key = caps
type=toggle
x = 0
[Key2]
Key = k
type=toggle
y = 0
[Key3]
Key = l
type=toggle
z = 0
; Example to support momentary hold type overrides, like aiming.
;[Key2]
;Key = RBUTTON
;convergence = 0.1
;type = hold
; Example for a toggle override.
;[Key3]
;Key = q
;separation = 0.1
;type = toggle
;y = 0.0
; Example for a momentary hold, but with a delay followed by a smooth
; transition (ms) on hold and release to sync better with the game. Note that
; delay only works with type=hold (for now), while transitions will work with
; all types.
;[Key4]
;Key = XB_LEFT_TRIGGER
;type = hold
;y = 0.25
;delay = 100
;transition = 100
;transition_type = linear
;release_delay = 0
;release_transition = 500
;release_transition_type = cosine
; Example of a cycle transition that might be used to provide several presets
; that set both convergence and UI depth to suit different scenes in a game.
; Cosine transitions are used to smooth the changes over 1/10 of a second.
;[Key5]
;Key = Q
;type = cycle
;convergence = 1.45, 1.13, 0.98
;z = 0.25, 0.5, 0.75
;transition = 100
;transition_type = cosine
;------------------------------------------------------------------------------------------------------
; Shader hunting options.
; Default setup is to use keyboard similar to Helix presets
;------------------------------------------------------------------------------------------------------
[Hunting]
; 0: Release mode is with shader hunting disabled, optimized for speed.
; 1: Hunting mode enabled
; 2: Hunting mode "soft disabled" - can be turned on via the toggle_hunting key
hunting=0
; Highlight mode of currently selected shader / rendertarget.
; "skip" = skip shader. don't render anything using the currently selected shader.
; "original" = fall back to original shader if the currently selected shader was patched.
; "pink" = make the output hot pink to make it standout.
; "mono" = disable stereo for the selected shader / rendertarget.
; "zero" = shader output is all zero. NOTE: this has a big performance impact.
marking_mode=skip
; Key bindings: For A-Z and 0-9 on the number row, just use that single
; character. For everything else (including mouse buttons), use the virtual key
; name (with or without the VK_ prefix) or hex code from this article:
; http://msdn.microsoft.com/en-us/library/windows/desktop/dd375731(v=vs.85).aspx
;
; XBox controllers are supported using the same bindings as the [Key] sections
; (see above). If the game already uses the first controller you might try
; using the second controller for hunting with e.g. XB2_LEFT_SHOULDER
; rotate through all VISIBLE pixel shaders at the current scene.
previous_pixelshader=VK_NUMPAD1
next_pixelshader=VK_NUMPAD2
mark_pixelshader=VK_NUMPAD3
; rotate through all VISIBLE vertex shaders at the current scene.
previous_vertexshader=VK_NUMPAD4
next_vertexshader=VK_NUMPAD5
mark_vertexshader=VK_NUMPAD6
; rotate through all USED index buffers at the current scene.
previous_indexbuffer=VK_NUMPAD7
next_indexbuffer=VK_NUMPAD8
mark_indexbuffer=VK_NUMPAD9
; rotate through all USED render targets at the current scene.
previous_rendertarget=VK_DIVIDE
next_rendertarget=VK_MULTIPLY
mark_rendertarget=VK_SUBTRACT
; rotate through all VISIBLE geometry shaders at the current scene.
; This is disabled since these keys are commonly pressed while alt+tabbed out
;previous_geometryshader = <
;next_geometryshader = >
;mark_geometryshader = /
; rotate through all VISIBLE domain shaders at the current scene.
; This is disabled since these keys are commonly pressed while alt+tabbed out
;previous_domainshader = [
;next_domainshader = ]
;mark_domainshader = \
; rotate through all VISIBLE hull shaders at the current scene.
; This is disabled only because it is rarely needed
;previous_hullshader = MINUS
;next_hullshader = EQUALS
;mark_hullshader = BACKSPACE
; rotate through all USED compute shaders at the current scene.
; Disabling compute shaders may cause crashes, so these are
; not enabled by default:
;previous_computeshader = PAGE_UP
;next_computeshader = PAGE_DOWN
;mark_computeshader = HOME
; Re-enable shaders once done with hunting:
done_hunting=VK_ADD
; Screenshot as pns
take_screenshot=VK_SNAPSHOT
; reload all fixes from ShaderFixes folder
reload_fixes=VK_F10
; Key to turn hunting itself on/off. This will also show/hide overlay.
; Hunting must be set to either 1 or 2 to enable this toggle.
toggle_hunting=VK_NUMPAD0
; Key to reload the settings from the the d3dx.ini without restarting. This can
; be the same key as reload_fixes for convenience, or a different key may be
; used to avoid resetting the ini parameters every time the shaders are
; reloaded. Note that not all settings can be reloaded, so if something doesn't
; work as expected you may still have to restart the game:
reload_config=VK_F10
; Hold this key to temporarily disable the fix - useful to quickly check what
; an effect looked like in the original game.
show_original=VK_F9
; tunable parameter to use in modified shaders as variable (StereoParams.Load(int3(1,0,0)).xyzw)
; enabling tuning results in a small performance hit because the parameter texture
;tune_enable=1
;tune_step=0.1
;tune1_up=VK_INSERT
;tune1_down=VK_DELETE
;tune2_up=X
;tune2_down=Z
; Auto-repeat key rate in events per second.
repeat_rate=6
; Dumps out the contents of each render target after every immediate draw call
; for the next frame. Takes up a large amount of space, so disabled by default.
;analyse_frame=VK_F8
; Specifies options for the frame analysis feature. Options can be combined by
; separating them with a space.
; log: Log draw calls and state changes (one log file per context)
; hold: Continue analysing subsequent frames while the key is held
; dump_rt_jps: Dumps out render targets as JPS files. These are the easiest to
; work with and don't take up as much space as DDS files, but they
; are not dumped for every render target and are missing some data.
; dump_rt_dds: Dumps out render targets as DDS files. WARNING: This option may
; require hundreds of gigabytes and a long time! Only use it if
; you absolutely need more information than you can get otherwise.
; Will also dump buffer type render targets & UAVs as .buf files.
; dump_rt: Dumps render targets as JPS files when possible, or DDS when not.
; clear_rt: Clears each render target the first time they are used in the
; frame. Makes it easier to see what is being drawn if the game
; doesn't clear them, but might cause some effects not to render.
; dump_depth: Dumps depth/stencil targets as DDS files
; dump_tex_jps: Dumps textures as JPS files
; dump_tex_dds: Dumps textures as DDS files (Same warning as for dump_rt_dds)
; Will also dump buffer type shader resource views as .buf files.
; dump_tex: Dumps textures as JPS files when possible, or DDS when not.
; dump_cb: Dumps constant buffers as binary .buf files
; dump_cb_txt: Decodes constant buffers as an array of float4s
; dump_vb: Dumps vertex buffers as binary .buf files
; dump_vb_txt: Decodes vertex buffers as an array of float4s
; dump_ib: Dumps index buffers as binary .buf files
; dump_ib_txt: Decodes index buffers
; filename_reg: Normally the draw number is the first part of the filename so
; that the files will be sorted in the order they were used in
; the game. Sometimes it is more desirable to examine how a
; specific output changed through the frame and this option will
; place the register number first in the filename to allow that.
; mono: Dump out mono textures instead of stereo. To dump both, specify
; 'mono stereo'. If neither are specified, defaults to stereo.
; analyse_options can also be specified in [ShaderOverride*] and
; [TextureOverride*] sections to set up triggers to change the options mid-way
; through a frame analysis, either for a single draw call (default), or
; permanently (by adding the 'persist' keyword).
analyse_options = log dump_rt_jps clear_rt
;------------------------------------------------------------------------------------------------------
; Chain load other wrapper DLLs instead of system DLLs.
;------------------------------------------------------------------------------------------------------
[System]
;proxy_d3d9=d3d9_helix.dll
;proxy_d3d11=d3d11_helix.dll
; Options to use hooking instead of wrapping. Used in MGSV. Possible objects to hook include:
; deferred_contexts
; immediate_context
; device
; all - all of the above
; crash/hang workarounds:
; except_set_shader_resources - work around crash on Win 7 with evil update
; except_set_samplers - work around crash on Win 10
; except_set_rasterizer_state - work around crash on Win 7 without evil update
; skip_dxgi_factory - hack for MGSV, not recommended for other games as it
; may disable core 3DMigoto functionality in some cases
; recommended - hook supported objects, safe workarounds enabled, skips not enabled
;hook=recommended
;------------------------------------------------------------------------------------------------------
; Settings to force display device to a specific mode.
; Uncomment a value to force the specific setting.
;------------------------------------------------------------------------------------------------------
[Device]
; overrides screen resolution.
;width=1280
;height=720
; overrides refresh rate set by game.
;refresh_rate=60
; filters available video modes to those providing given refresh rates.
; some games don't explicitely set the refresh rate, but use the video mode.
; use this if setting refresh_rate doesn't work.
;filter_refresh_rate=24,59,60
; forces creation of full screen devices and swap chains.
; use this for 3dtvplay if game won't active stereo mode.
; a value of 0 doesn't deactivate this option like on the others but
; forces the application into windowed mode.
;full_screen=1
; This toggles forcing the full screen mode on and off. It will not take effect
; immediately, but will change what happens the next time the game tries to
; change the fullscreen mode. This is a specific hack to workaround a bug in
; Unity games, which crash when alt+tabbing out from exclusive mode fullscreen.
;
; To switch out of a Unity game without it crashing:
; Enable this option, Press F7, Alt+Enter, Alt+Tab
;toggle_full_screen = VK_F7
; some games explicitely disable stereo, prohibiting any stereo attempts.
; settings this to 1 ignores all stereo disabling calls and also calls NvAPI_Stereo_Enable to force stereo on.
;force_stereo=1
; almost all DX11 games deactivate window message handling.
; setting this to 1 reenables print screen handling, alt-tab key handling etc.
;allow_windowcommands=1
; Indicates where the resolution is obtained for texture hashes. Comment this
; out to never special case hashes that match the resolution or a multiple.
; Possible values are swap_chain and depth_stencil. Recommended to test which
; works for a given game (e.g. CryEngine always creates a swap chain that
; matches the native resolution so has to use depth_stencil).
get_resolution_from = swap_chain
;------------------------------------------------------------------------------------------------------
; Settings for NVidia stereo driver.
;------------------------------------------------------------------------------------------------------
[Stereo]
; games which have their own stereo renderer disable the NVidia automatic
; stereo mode and render themselves into stereo buffers (Crysis 3 for example).
; Setting this to 1 disables the game stereo renderer and enables NVidia auto stereo mechanism.
; This also forces 'false' as a return for any request for NvAPI_Stereo_IsEnabled.
automatic_mode=0
; Some games (CryEngine games, for example) lock the separation to a specific
; value, which can be undesirable. Set this to 1 to ignore these requests from
; the game to unlock the separation:
unlock_separation=0
; games without predefined profiles can't save stereo settings.
; enabling this options automatically creates a profile for unknown games.
create_profile=0
; sets the global surface creation heuristic for NVidia stero driver.
; 0 = NVAPI_STEREO_SURFACECREATEMODE_AUTO - use driver registry profile settings for surface creation mode.
; 1 = NVAPI_STEREO_SURFACECREATEMODE_FORCESTEREO - Always create stereo surfaces.
; 2 = NVAPI_STEREO_SURFACECREATEMODE_FORCEMONO - Always create mono surfaces.
;surface_createmode=1
; overrides surface creation mode for square surfaces.
;surface_square_createmode=1
; Force the NvAPI_Initialize to return an error so that games think stereo and NVidia is unavailable.
force_no_nvapi=0
;------------------------------------------------------------------------------------------------------
; Settings for GPU manipulations.
; Render settings override
;------------------------------------------------------------------------------------------------------
[Rendering]
; GPU program manipulations.
;
; Shaders in game will be replaced by these custom shaders.
override_directory=ShaderFixes
; Automatically patched shaders will be written here if caching is enabled.
cache_directory=ShaderCache
; Shaders that are directly compiled by the game, instead of binary, go here.
storage_directory=ShaderFromGame
; cache all compiled .txt shaders into .bin. this removes loading stalls.
cache_shaders=0
; preload all patched shaders. there's a bug in NVidia auto stereoization if stereo shaders
; are being loaded during the game on some HW/SW combinations, which turns off auto patching
; for those stereo shaders (results in partial mono rendering). this is a workaround for this case.
preload_shaders=0
; thread save data structure access. required on multithreaded rendering.
use_criticalsection=1
; Setting this option disables scissor limits
rasterizer_disable_scissor=1
; Tracks copies and updates to textures which may cause their hash to become
; out of sync with their contents - enable if texture hashes seem unreliable:
;track_texture_updates=1
; Registers where the StereoParams and IniParams textures will be assigned -
; change if the game already uses these registers. Newly decompiled shaders
; will use the new registers, but existing shaders will not be updated - best
; workflow is to remove ShaderCache after changing these and run a search and
; replace on all shaders in ShaderFixes. Set to -1 to disable if not required.
stereo_params = 125
ini_params = 120
;------------------------------------------------------------------------------------------------------
; Analyzation options.
;
; save all autofixed shaders as HLSL
export_fixed=0
; save all shaders sent to DX11 as ASM, or as HLSL text files if compiled by game.
export_shaders=0
; save all shaders seen as HLSL code, autofixed or not. 1= HLSL only, 2=HLSL+OriginalASM, 3=HLSL+OriginalASM+RecompiledASM
export_hlsl=0
; stores a ShaderUsage.txt file on any marking button press.
dump_usage=1
;------------------------------------------------------------------------------------------------------
; Automatic shader fixes. Those settings here apply only on newly read shaders.
; All existing *_replace.txt or *_replace.bin files are not tampered with.
; If you change settings here, the best workflow is to delete all shaders in
; the shader cache directory and let them be fixed again.
; Stereoize all shader parameters with position semantic.
fix_sv_position=0
; Pixel depth evaluation.
;fix_ZRepair_DepthTexture1=SceneDepthTexture.x
;fix_ZRepair_Dependencies1=MinZ_MaxZRatio
;fix_ZRepair_ZPosCalc1=zTex * MinZ_MaxZRatio.z - MinZ_MaxZRatio.w
;fix_ZRepair_DepthTexture2=SceneDepthTexture.x
;fix_ZRepair_Dependencies2=
;fix_ZRepair_ZPosCalc2=zTex
;fix_ZRepair_PositionTexture=PositionTexture
;fix_ZRepair_PositionCalc=1024 * %s
; Inject depth texture if other depth sources are unavailable.
;fix_ZRepair_DepthTextureHash=8a19f087b004598f
; Correct inverse transformations in pixel shaders using evaluated depth.
;fix_InvTransform=ScreenToLight,InverseTranslatedViewProjectionMatrix
; Back projection coordinate fix.
;
; Available variables in expressions:
; stereoParams.x = Separation value in range [0..1] or [-0..-1] dependent on active eye
; stereoParams.y = Convergence value in w coordinates (1/z)
; stereoParams.z = -1/1 for left/right eye
; stereoParams.w = Separation value without eye separation
; stereoTune.x = tune value 1 (default is 1)
; stereoTune.y = tune value 2 (default is 1)
; stereoTune.z = tune value 3 (default is 1)
; stereoTune.w = tune value 4 (default is 1)
; stereoScreenRes.x = Primary swap chain backbuffer horizontal resolution
; stereoScreenRes.y = Primary swap chain backbuffer vertical resolution
; zpos = current pixel z position in pixel shader
; wpos = current pixel w position in pixel shader
; Send inverse transformations from vertex shaders to pixel shaders.
;fix_BackProjectionTransform1=ScreenToTranslatedWorldMatrix._m00,ScreenToTranslatedWorldMatrix._m02,ScreenToTranslatedWorldMatrix._m01
;fix_BackProjectionTransform2=ScreenToWorld._m00,ScreenToWorld._m02,ScreenToWorld._m01
; Position variables to correct in pixel shaders.
;fix_ObjectPosition1=PointPositionAndInverseRadius
;fix_ObjectPosition1Multiplier=1, (stereoScreenRes.x/stereoScreenRes.y)*0.5, -0.5
;fix_ObjectPosition2=SpotPositionAndInverseRadius
;fix_ObjectPosition2Multiplier=1, (stereoScreenRes.x/stereoScreenRes.y)*0.5, -0.5
; Matrix multiplications to correct in pixel shaders.
;fix_MatrixOperand1=TranslatedWorldToShadowMatrix
;fix_MatrixOperand1Multiplier=1, (stereoScreenRes.x/stereoScreenRes.y)*0.5 - viewDirection.z*0.05 + (0.02791946-stereoParams.x/stereoParams.w), 0
; autofix shader option: recompiles all vertex shaders. fixes minor differences in deferred rendering.
;recompile_all_vs=0
;------------------------------------------------------------------------------------------------------
; Shader manipulations without patches + shader filtering.
;------------------------------------------------------------------------------------------------------
;[ShaderOverride1]
;Hash=69732c4f23cb6c48
; Custom stereo separation value while rendering objects using this shader.
;Separation=0
; Custom stereo convergence value while rendering objects using this
; shader (e.g. convergence=0 will move an object to infinity).
;Convergence=0
; don't draw anything using this shader.
;Handling=skip
; advanced option: use this to override only if this shader is used rendering the given index buffer.
;IndexBufferFilter=b3e56ebc
; Use replaced shader only when there is no active depth buffer (for UI filtering)
;depth_filter = depth_inactive
; Use replaced shader only when there *IS* an active depth buffer (for UI filtering)
;depth_filter = depth_active
; Only use replaced shader when it is used in conjunction with a specific shader
; (e.g. to adjust a vertex shader ONLY when it is used with a specific pixel shader)
;partner=af7b880f07630615
; Assignes a dummy render target to o0. Use to fix one-eye rendering issues in
; shaders that only write to a depth target:
;fake_o0=1
; Override a value from [Constants] when this shader is used:
;x=2.0
; Pass the dimensions of the active render target and resolution (obtained with
; get_resolution_from) into the shader:
;x1=rt_width
;y1=rt_height
;z1=res_width
;w1=res_height
; Use t0 from active pixel shader for texture filtering. Will be 0 if no
; [TextureOverride*] section exists for the texture or 1 if one does. For advanced
; filtering, set a value for filter_index in the [TextureOverride] section.
;x2=ps-t0
; There's also support for copying textures, constant buffers, depth buffers,
; etc. from one shader to another. This is a complex topic - see this page:
; https://github.com/bo3b/3Dmigoto/wiki/Resource-Copying
;------------------------------------------------------------------------------------------------------
; texture / render target manipulations
;------------------------------------------------------------------------------------------------------
;
; NOTE: If you are trying to match a texture the same size as the resolution (or
; a /2, x2, x4 or x8 multiple), you should confirm that the same hash is used
; on different resolutions, and adjust get_resolution_from if necessary.
;
; NOTE: If you find a texture hash seems to change inconsistently, try enabling
; track_texture_updates in the [Rendering] section.
;
;[TextureOverride1]
;Hash=c3e55ebd
; NVidia stores surface creation mode heuristics in the game profile. setting
; this option overrides the creation mode for a given texture / buffer.
; 0 = NVAPI_STEREO_SURFACECREATEMODE_AUTO - use driver registry profile settings.
; 1 = NVAPI_STEREO_SURFACECREATEMODE_FORCESTEREO - create stereo surface.
; 2 = NVAPI_STEREO_SURFACECREATEMODE_FORCEMONO - create mono surface.
;StereoMode=2
;[TextureOverride2]
;Hash = e27b9d07
; Prevent the game reading from this texture - will give the game a blank
; buffer instead. Used to prevent CryEngine games falsely culling objects. Use
; debug logging and look for Map calls to identify possible hashes.
;deny_cpu_read=1
; Expand the region copied to this texture with CopySubresourceRegion (similar
; issue to rasterizer_disable_scissor). Used to solve issues with transparent
; refraction effects (like glass) in CryEngine games.
;expand_region_copy=1
;------------------------------------------------------------------------------------------------------
; Example of settings override by mouse button configuration
; Mapping of from game provided hard coded convergence values to custom values
; Those are values for L.A. Noir
; Example of settings override by mouse button configuration
;------------------------------------------------------------------------------------------------------
;[ConvergenceMap]
;Map1=from 3e99999a to 0.3
;Map2=from 3f800000 to 1.0
;Map3=from 3f666666 to 0.9
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