It doesn't work for me, i installed it with MO2 but when i launch SKSE through MO2 all the reshade effects still affect the GUI, i'm using community shaders, could be somehow incompatible with it?
I switched from community shaders back to ENB + reshade and now it work, reshade effects no longer affects the GUI, my only guess is some incompatibility with community shaders, idk XD
Honestly how the hell did I not find this sooner, I've gotten so used to the pimped out ui that it feels weird to use this. Great mod though regular doodlum W.
Quick heads up for VR users, it's been said in the comments before but this is not compatible with VR.. took me a while to figure out this wasn't working, so hope to save you some time
On my to do list thanks. I'm guessing it just needs a different hook address for vr should be easy. I'm working on other reshade stuff but on the side I'm doing some general reshade vr fixes
no not at all. This creates a new hook earlier in the rendering pipeline than UI draw and submits an addon even to reshade's API. This allows reshade to render before the game shaders where normally all rendering occurs after the game is done rendering. This is only possible in this manner due to being able to write code in skyrim, and wouldn't work in other games where access is limited to the graphics buffers. Of course there are add-ons to achieve fixed HUD but those essentially pull game shaders into later stages which is the opposite of this method, may be unreliable and requires hunting down info in the shader resource views or constant buffer, and can eat performance. A depth buffer mask is not always an option depending on how games handle their HUD but when that is a available it is indeed the preferred method since we simply don't draw/sample effects at those coords. From the sounds of it I'm betting that a depth buffer mask would be needed for Skyrim on top of this to fix the world map, or the plugin can be recompiled to also render before that event
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