GGX Specular 0.91
211
16
211
16
Replace Blinn-Phong specular with GGX specular
ChangeLog:
v0.90
Initial upload
v0.91
Recover forgotten files
Use better method to convert Blinn-Phong parameter to GGX parameter
Installation:
Drag and drop the fxc files to mods\update\update2.rpf\common\shaders\win32_40_final
or to mods\update\update.rpf\common\shaders\win32_40_final
Credits:
Me - Shader Edit
Ranstar74 - RageAm
Rockstar Games - Original Shaders
ChangeLog:
v0.90
Initial upload
v0.91
Recover forgotten files
Use better method to convert Blinn-Phong parameter to GGX parameter
Installation:
Drag and drop the fxc files to mods\update\update2.rpf\common\shaders\win32_40_final
or to mods\update\update.rpf\common\shaders\win32_40_final
Credits:
Me - Shader Edit
Ranstar74 - RageAm
Rockstar Games - Original Shaders
Первая загрузка: 5 дней назад
Последнее обновление: 4 дня назад
Последнее скачивание: час назад
22 комментария
More mods by XxxxA:
- Конфигурация NPC
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0.98_Patch_2
By XxxxA
Replace Blinn-Phong specular with GGX specular
ChangeLog:
v0.90
Initial upload
v0.91
Recover forgotten files
Use better method to convert Blinn-Phong parameter to GGX parameter
Installation:
Drag and drop the fxc files to mods\update\update2.rpf\common\shaders\win32_40_final
or to mods\update\update.rpf\common\shaders\win32_40_final
Credits:
Me - Shader Edit
Ranstar74 - RageAm
Rockstar Games - Original Shaders
ChangeLog:
v0.90
Initial upload
v0.91
Recover forgotten files
Use better method to convert Blinn-Phong parameter to GGX parameter
Installation:
Drag and drop the fxc files to mods\update\update2.rpf\common\shaders\win32_40_final
or to mods\update\update.rpf\common\shaders\win32_40_final
Credits:
Me - Shader Edit
Ranstar74 - RageAm
Rockstar Games - Original Shaders
Первая загрузка: 5 дней назад
Последнее обновление: 4 дня назад
Последнее скачивание: час назад
@XxxxA Does this work for older versions of the game? I haven't updated the game for a long time, but I have a steam license. My game version is 1.0.2699.16
Please add some kind of comparison
@Iodine131 I will add it later.
@XxxxA i did use VS Code to edit but the code is not readable, so how you do that?
@vorn Which file did you open with VS Code?
@miaalexandra This site is not for your advertisements
i look forward to this. Please could you add a before and after for comparison?
@ollyolly A quick google search gives you comparisons. It also shows that the GGX specular creates a more "natural" light vs the Bling Phong
@Van_Zandt what you said sounded really obvious but I had a quick look and it makes a lot more sense, cheers. Also since I can't DM you, just wanted to thank you for your Mission Row mod. I've been adding to it for a few years. I'll never release it because it's not optimised but it's brought me so much joy and it's all because of you
@InfamousSabre OK
@XxxxA I asked the question above - does it work on the old version of the game? I checked - it works! On the game version 1.0.2699.16. I didn't quite understand the difference with vanilla, but something has changed and it seems to me that the image has become cleaner.
@XxxxA i opened directional.fxc but no luck.
Nice work friend, Glad to see some fxc releases for once
@vorn That is a binary file, you must export it as xml by CodeWalker and use https://github.com/etnlGD/HLSLDecompiler to decompile the cso files to edit fxc with VS Code, or just get some illegal things to get uncompiled fxc files
seems pretty good
interesting what else is possible with decompiling shaders
@XxxxA ahh i see thank you man keep up the good work :)
@XxxxA oh hey can you make specular more brighter and bigger? because i want my road to reflection the sun light like gran turismo 7.
@XxxxA when updating your mod always include a changelog in your description
If someone doesn't know the two effects:
⦁ Blinn-Phong is simpler and computationally less expensive, making it useful for real-time applications or less demanding visual contexts, but it can produce less realistic results.
⦁ GGX is more complex and computation-heavy but offers high-quality, physically accurate results suitable for high-end rendering applications. It's particularly effective for materials where microfacet distribution and Fresnel effects play a significant role.
In modern graphics, GGX is often preferred for PBR due to its physical accuracy and visual realism, while Blinn-Phong may still be used in simpler or legacy systems.
sooooo .. does it have a performance impact in V ... or not?