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[WIP] Universal Fix for Unity 5.5 through 2019

Posted: Sat Apr 24, 2021 1:04 am
by 4everAwake
Fix Updated: May 17, 2021

This is an update to DHR's universal fix. This attempts to fix most Unity games to about 80%. But there's still some tweaking necessary to get games to 100%

WIP: https://s3.amazonaws.com/4everAwake/WIP ... x_2019.zip

What this does:
- Fixes shadows, lights, decals, halos, most reflections and most clipping issues
- Fixes volumetric effects for newer games (Fixed by masterotaku)
- Adds stereoized parallel occlusion mapping
- Adds the following hotkeys:
  • Caps Lock - low convergence preset
  • X - toggle crosshair depth (see the "Quick crosshair fix" posted below)

What this doesn't fix:
- HUD and UI
- Skybox
- Screen-space reflections
- Flickering textures

Installation:
- Download the above WIP and extract it in the game directory. (If the game is 32-bit, move the files from the "32-bit version" directory to the game directory)

Tweaks and troubleshooting:
- If exclusive fullscreen doesn't enable, add the command line argument "-window-mode exclusive" (without the quotes). If the above command line doesn't work, remove it. And in the d3dx.ini, set "full_screen" to 2 or 1.
- When you first run the game, if you get a black screen or if the screen hangs on a loading screen, try waiting for 5 minutes to see if the game starts. Some games load a lot of shaders at the beginning of the game and the fix is caching all of those shaders.
- If you are seeing one-eyed issues or screen depth reflections or shadows, In the d3dx.ini, try setting: StereoFlagsDX10=0x0005008
- If you need improved game performance you can set "cache_shaders=1" and "hunting=0"


Credits to masterotaku for the volumetric fix and for the 5008 profile tweak.
Also credits to DHR for the original regex and to DarkStarSword for the original Unity fixes

Re: [WIP] Universal Fix for Unity 5.5 through 2019

Posted: Sat Apr 24, 2021 1:06 am
by 4everAwake
Quick crosshair fix:

1) Enable hunting mode by pressing number pad '0'
2) Cycle through the vertex shaders (number pad 5) until the crosshair disappears, and save it (number pad 6).
3) Look for the saved shader in the Shaderfixes directory and open it
4) In the shader, look for the line that says "return;"
5) Add this ABOVE the return line:

Code: Select all

float4 stereo = StereoParams.Load(0);
float4 iniParams = IniParams.Load(0);
float4 r9 = o0;
float4 r10 = o0;
float4 r11 = o0;
float4 r12 = o0;
r11.x += stereo.x * iniParams.x;
r12.x += stereo.x * iniParams.y; 
//HUD depth
r10 = r11;
//Crosshair depth
if(iniParams.w == 1 && r9.x > -iniParams.z && r9.x < iniParams.z && r9.y > -iniParams.z && r9.y < iniParams.z){r10 = r12;}
o0 = r10;

Now when in-game, the crosshair depth can be enabled by pressing the 'X' key. The crosshair depth setting can be changed in the d3dx.ini. Also, if the game has a giant crosshair, you can increase size of the crosshair box in the d3dx.ini.

If you just want to move the entire HUD into depth:
1) In above code, delete the line directly below "//Crosshair depth"
2) In the d3dx.ini, set the HUD depth.

For a more thorough HUD fix, see Losti's guide here: viewtopic.php?f=181&t=25753

Re: [WIP] Universal Fix for Unity 5.5 through 2019

Posted: Sat Apr 24, 2021 7:05 am
by 3DNovice
...

Re: [WIP] Universal Fix for Unity 5.5 through 2019

Posted: Sat Apr 24, 2021 7:37 am
by Lysander
Woah, amazing! Will try the Hellpoint demo with this

Thank you, 4everawake

Re: [WIP] Universal Fix for Unity 5.5 through 2019

Posted: Sat Apr 24, 2021 7:52 am
by 3DNovice
... double post

Re: [WIP] Universal Fix for Unity 5.5 through 2019

Posted: Sat Apr 24, 2021 8:11 am
by Tullebob
Awesome! Will be interesting to see whether the update works for phasmophobia and the falconeer :)

Re: [WIP] Universal Fix for Unity 5.5 through 2019

Posted: Sat Apr 24, 2021 8:27 am
by skyrimer
Great news, I'll give this a try soon with a few games, huge thanks for this DSS!

Re: [WIP] Universal Fix for Unity 5.5 through 2019

Posted: Sat Apr 24, 2021 11:09 am
by skyrimer
Tested a few games on the screenshots section of the Discord, games like Wastelands 3 and Panzer Dragoon look a lot better with the new fix.

Re: [WIP] Universal Fix for Unity 5.5 through 2019

Posted: Sat Apr 24, 2021 12:27 pm
by Chtiblue
Great 4eveAwake, we have a abunch of games to test!
I will test Last Oddworld soon 8)

Re: [WIP] Universal Fix for Unity 5.5 through 2019

Posted: Sat Apr 24, 2021 3:35 pm
by whyme466
Thank you for this update, 4everAwake!

Decals in Wasteland 3 are definitely improved with this update. Othercide appears to be working well, also. However, when starting Hellpoint with this update, the game immediately freezes with a black screen.

Re: [WIP] Universal Fix for Unity 5.5 through 2019

Posted: Sat Apr 24, 2021 4:09 pm
by Feisty_Fernando
Chtiblue wrote: Sat Apr 24, 2021 12:27 pm Great 4eveAwake, we have a abunch of games to test!
I will test Last Oddworld soon 8)
Just tried Soulstorm with both the old fix and this new one, no luck. It just hangs at a blank screen. If you manage to get it running in 3D I hope you can post some screenshots.

Re: [WIP] Universal Fix for Unity 5.5 through 2019

Posted: Sat Apr 24, 2021 4:27 pm
by 4everAwake
skyrimer wrote: Sat Apr 24, 2021 11:09 am Tested a few games on the screenshots section of the Discord, games like Wastelands 3 and Panzer Dragoon look a lot better with the new fix.
Thanks for the update and for the pics. I just took a quick peek at Panzer Dragoon and saw that the shaders are using different constant buffers than normal. So I have to create a special fix for this game. I only played it for 10 minutes, but I was able to fix the water. I'll try and post a fix for this game sometime next week.
whyme466 wrote: Sat Apr 24, 2021 3:35 pm Decals in Wasteland 3 are definitely improved with this update. Othercide appears to be working well, also. However, when starting Hellpoint with this update, the game immediately freezes with a black screen.
Thanks for the update on Othercide. Also, for Hellpoint, I found an error in the d3dx.ini that might be the causing the problem. Re-download the fix and let me know if it working or not. If that doesn't work, see if the game has options for exclusive fullscreen and borderless fullscreen. Try setting it to borderless and in the d3dx.ini, change "full_screen" to "2".

Re: [WIP] Universal Fix for Unity 5.5 through 2019

Posted: Sat Apr 24, 2021 4:59 pm
by whyme466
Sorry, re-download did not change Hellpoint problem, nor did changing full_screen to 2 (also, tried 1). With full_screen=2, the game became a background task that I could not bring to front - clicking app in Windows Taskbar did nothing. When full_screen=1, the screen remains black, just like when =0. The game does not offer a borderless fullscreen mode, so used its full screen windowed mode for this testing (normal setting is full screen exclusive mode).

Re: [WIP] Universal Fix for Unity 5.5 through 2019

Posted: Sat Apr 24, 2021 9:06 pm
by BazzaLB
Tried this with PGA TOUR 2K21. Unfortunately the shadows in this game are still broken and the sky box is at screen depth. I understand skybox is not addressed in this fix. This is probably not a game anyone is interested in much other than myself :)

As far as I can tell, this is the shadows shader ( I tried setting StereoFlagsDX10=0x0005008 but this didn't seem to fix the issue)

Code: Select all

// ---- Created with 3Dmigoto v1.3.16.41 on Sun Apr 25 13:21:14 2021
cbuffer cb3 : register(b3)
{
  float4 cb3[21];
}

cbuffer cb2 : register(b2)
{
  float4 cb2[4];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[14];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[6];
}




// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);


void main(
  float4 v0 : POSITION0,
  float4 v1 : TEXCOORD0,
  float3 v2 : TEXCOORD1,
  out float4 o0 : SV_POSITION0,
  out float4 o1 : TEXCOORD0,
  out float4 o2 : TEXCOORD1,
  out float4 o3 : TEXCOORD2,
  out float4 o4 : TEXCOORD3)
{
  float4 r0,r1,r2;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyzw = cb2[1].xyzw * v0.yyyy;
  r0.xyzw = cb2[0].xyzw * v0.xxxx + r0.xyzw;
  r0.xyzw = cb2[2].xyzw * v0.zzzz + r0.xyzw;
  r0.xyzw = cb2[3].xyzw + r0.xyzw;
  r1.xyzw = cb3[18].xyzw * r0.yyyy;
  r1.xyzw = cb3[17].xyzw * r0.xxxx + r1.xyzw;
  r1.xyzw = cb3[19].xyzw * r0.zzzz + r1.xyzw;
  r0.xyzw = cb3[20].xyzw * r0.wwww + r1.xyzw;
  o0.xyzw = r0.xyzw;
  r1.xz = float2(0.5,0.5) * r0.xw;
  r1.y = cb0[5].x * r0.y;
  r1.w = 0.5 * r1.y;
  r2.xyz = cb1[11].xyz * r1.yyy;
  r2.xyz = cb1[10].xyz * r0.xxx + r2.xyz;
  o4.xyzw = r0.xyzw;
  o1.zw = r1.xw + r1.zz;
  o1.xy = v1.xy;
  o2.xyz = v2.xyz;
  r0.x = cb1[12].z + r2.z;
  r0.yzw = -cb1[12].xyz + r2.xyz;
  r0.xyzw = cb1[13].zxyz + r0.xyzw;
  o3.xyz = float3(1,1,-1) * r0.yzw;
  o3.w = -r0.x;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.16.41 on Sun Apr 25 13:21:14 2021
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyz
// TEXCOORD                 0   xy          1     NONE   float   xy
// TEXCOORD                 1   xyz         2     NONE   float   xyz
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 1   xyz         2     NONE   float   xyz
// TEXCOORD                 2   xyzw        3     NONE   float   xyzw
// TEXCOORD                 3   xyzw        4     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[6], immediateIndexed
dcl_constantbuffer cb1[14], immediateIndexed
dcl_constantbuffer cb2[4], immediateIndexed
dcl_constantbuffer cb3[21], immediateIndexed
dcl_input v0.xyz
dcl_input v1.xy
dcl_input v2.xyz
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyz
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_temps 3
mul r0.xyzw, v0.yyyy, cb2[1].xyzw
mad r0.xyzw, cb2[0].xyzw, v0.xxxx, r0.xyzw
mad r0.xyzw, cb2[2].xyzw, v0.zzzz, r0.xyzw
add r0.xyzw, r0.xyzw, cb2[3].xyzw
mul r1.xyzw, r0.yyyy, cb3[18].xyzw
mad r1.xyzw, cb3[17].xyzw, r0.xxxx, r1.xyzw
mad r1.xyzw, cb3[19].xyzw, r0.zzzz, r1.xyzw
mad r0.xyzw, cb3[20].xyzw, r0.wwww, r1.xyzw
mov o0.xyzw, r0.xyzw
mul r1.xz, r0.xxwx, l(0.500000, 0.000000, 0.500000, 0.000000)
mul r1.y, r0.y, cb0[5].x
mul r1.w, r1.y, l(0.500000)
mul r2.xyz, r1.yyyy, cb1[11].xyzx
mad r2.xyz, cb1[10].xyzx, r0.xxxx, r2.xyzx
mov o4.xyzw, r0.xyzw
add o1.zw, r1.zzzz, r1.xxxw
mov o1.xy, v1.xyxx
mov o2.xyz, v2.xyzx
add r0.x, r2.z, cb1[12].z
add r0.yzw, r2.xxyz, -cb1[12].xxyz
add r0.xyzw, r0.xyzw, cb1[13].zxyz
mul o3.xyz, r0.yzwy, l(1.000000, 1.000000, -1.000000, 0.000000)
mov o3.w, -r0.x
ret
// Approximately 0 instruction slots used

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/

And this is the "skybox / clouds" shader (Just for reference as I understand skybox is not addressed in this fix)

Code: Select all

// ---- Created with 3Dmigoto v1.3.16.41 on Sun Apr 25 13:22:07 2021
cbuffer cb2 : register(b2)
{
  float4 cb2[21];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[4];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[3];
}




// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);


void main(
  float4 v0 : POSITION0,
  float2 v1 : TEXCOORD0,
  out float4 o0 : SV_POSITION0,
  out float2 o1 : TEXCOORD0)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyzw = cb1[1].xyzw * v0.yyyy;
  r0.xyzw = cb1[0].xyzw * v0.xxxx + r0.xyzw;
  r0.xyzw = cb1[2].xyzw * v0.zzzz + r0.xyzw;
  r0.xyzw = cb1[3].xyzw + r0.xyzw;
  r1.xyzw = cb2[18].xyzw * r0.yyyy;
  r1.xyzw = cb2[17].xyzw * r0.xxxx + r1.xyzw;
  r1.xyzw = cb2[19].xyzw * r0.zzzz + r1.xyzw;
  o0.xyzw = cb2[20].xyzw * r0.wwww + r1.xyzw;
  o1.xy = v1.xy * cb0[2].xy + cb0[2].zw;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.16.41 on Sun Apr 25 13:22:07 2021
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyz
// TEXCOORD                 0   xy          1     NONE   float   xy
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xy          1     NONE   float   xy
//
vs_4_0
dcl_constantbuffer cb0[3], immediateIndexed
dcl_constantbuffer cb1[4], immediateIndexed
dcl_constantbuffer cb2[21], immediateIndexed
dcl_input v0.xyz
dcl_input v1.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_temps 2
mul r0.xyzw, v0.yyyy, cb1[1].xyzw
mad r0.xyzw, cb1[0].xyzw, v0.xxxx, r0.xyzw
mad r0.xyzw, cb1[2].xyzw, v0.zzzz, r0.xyzw
add r0.xyzw, r0.xyzw, cb1[3].xyzw
mul r1.xyzw, r0.yyyy, cb2[18].xyzw
mad r1.xyzw, cb2[17].xyzw, r0.xxxx, r1.xyzw
mad r1.xyzw, cb2[19].xyzw, r0.zzzz, r1.xyzw
mad o0.xyzw, cb2[20].xyzw, r0.wwww, r1.xyzw
mad o1.xy, v1.xyxx, cb0[2].xyxx, cb0[2].zwzz
ret
// Approximately 0 instruction slots used

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/

Re: [WIP] Universal Fix for Unity 5.5 through 2019

Posted: Sat Apr 24, 2021 10:12 pm
by Lysander
4everAwake wrote: Sat Apr 24, 2021 4:27 pm Thanks for the update on Othercide. Also, for Hellpoint, I found an error in the d3dx.ini that might be the causing the problem. Re-download the fix and let me know if it working or not. If that doesn't work, see if the game has options for exclusive fullscreen and borderless fullscreen. Try setting it to borderless and in the d3dx.ini, change "full_screen" to "2".
The demo offers Fullscreen Exclusive mode but it still doesn't work, black screen on loading.

Re: [WIP] Universal Fix for Unity 5.5 through 2019

Posted: Sun Apr 25, 2021 1:10 am
by 4everAwake
whyme466 wrote: Sat Apr 24, 2021 4:59 pm Sorry, re-download did not change Hellpoint problem, nor did changing full_screen to 2 (also, tried 1). With full_screen=2, the game became a background task that I could not bring to front - clicking app in Windows Taskbar did nothing. When full_screen=1, the screen remains black, just like when =0. The game does not offer a borderless fullscreen mode, so used its full screen windowed mode for this testing (normal setting is full screen exclusive mode).
Lysander wrote: Sat Apr 24, 2021 10:12 pm The demo offers Fullscreen Exclusive mode but it still doesn't work, black screen on loading.
I updated the WIP due to an error in the regex. Please re-download it again. Also I took a quick look at the full version of Hellpoint and I verified the problem. I found that the game was just taking a really long time to load, due to the number of shaders being loaded at the beginning. It took me like 5 minutes to get to the main menu.

In the d3dx.ini, set "cache_shaders=1". The game will be slow to load initially. But it will load fast the next time you start it. I also set "full_screen=2" and in the game, I used "full screen windowed". I played the first 3 minutes of the game and I didn't see any 3D issues yet. Let me know if you are able to get this fix running.

Re: [WIP] Universal Fix for Unity 5.5 through 2019

Posted: Sun Apr 25, 2021 8:03 am
by whyme466
Thanks for the update, 4everAwake! Hellpoint now seems to be working great with your WIP (also played about first 5 minutes). As you indicated, the initial load time took several minutes, but everything was good once the game started.

Re: [WIP] Universal Fix for Unity 5.5 through 2019

Posted: Sun Apr 25, 2021 10:24 am
by skyrimer
Feisty_Fernando wrote: Sat Apr 24, 2021 4:09 pm
Chtiblue wrote: Sat Apr 24, 2021 12:27 pm Great 4eveAwake, we have a abunch of games to test!
I will test Last Oddworld soon 8)
Just tried Soulstorm with both the old fix and this new one, no luck. It just hangs at a blank screen. If you manage to get it running in 3D I hope you can post some screenshots.
Posted some pics in the discord, it works really well.

Re: [WIP] Universal Fix for Unity 5.5 through 2019

Posted: Sun Apr 25, 2021 10:36 am
by narhicfd
Thank you, thank you!! Who can we donate to for the update?

Re: [WIP] Universal Fix for Unity 5.5 through 2019

Posted: Sun Apr 25, 2021 11:45 am
by Lysander
narhicfd wrote: Sun Apr 25, 2021 10:36 am Thank you, thank you!! Who can we donate to for the update?
4EverAwake but I can't find his donation email in his recent posts.

Re: [WIP] Universal Fix for Unity 5.5 through 2019

Posted: Sun Apr 25, 2021 11:48 am
by skyrimer
Yeah I would gladly send him a few euros as well.

Re: [WIP] Universal Fix for Unity 5.5 through 2019

Posted: Sun Apr 25, 2021 4:57 pm
by skyrimer
So after some testing, oddworld soulstorm, othercide, wastelands 3, arkham horror, haven and panzer dragoon and almost fully fixed in 3d, what a great day for 3d gaming, huge thanks 4everAwake for this fix!

Re: [WIP] Universal Fix for Unity 5.5 through 2019

Posted: Sun Apr 25, 2021 7:43 pm
by Lysander
Do you get any FPS dips in Hellpoint? In the demo, when I reach the first large open area (or even the Black Hole portal thing/whatever) it dips to 30 for me, even in 2D it's 40 so not really playable, especially for a timing-based game. I'm hoping it's just the demo...

Re: [WIP] Universal Fix for Unity 5.5 through 2019

Posted: Mon Apr 26, 2021 12:21 am
by skyrimer
The game was pretty slow too for me, maybe 20-30 fps but I think I had it on max settings, I didn't twesk the config much since I was only checking 3d compatibility.

Re: [WIP] Universal Fix for Unity 5.5 through 2019

Posted: Mon Apr 26, 2021 1:01 pm
by Shift-E
ok this is awesome, I had actually stopped buying Unity games and testing demos since the usual issues with the recent versions were always there. Thanks so much 4everAwake, this in tandem with the universal UE4 fix is a powerful 1-2 punch. really really cool!

lots of good news around here when I logged in today :D :mrgreen: :woot

Re: [WIP] Universal Fix for Unity 5.5 through 2019

Posted: Wed May 05, 2021 7:04 am
by Chtiblue
Great work 4everAwake!
I can't find how to activate sbs mode in your d3dx ini?

Re: [WIP] Universal Fix for Unity 5.5 through 2019

Posted: Wed May 05, 2021 9:32 am
by Losti
Chtiblue wrote: Wed May 05, 2021 7:04 am Great work 4everAwake!
I can't find how to activate sbs mode in your d3dx ini?
Search for:

[Include] in d3dx.ini
add: include = ShaderFixes\3dvision2sbs.ini below

Image

Re: [WIP] Universal Fix for Unity 5.5 through 2019

Posted: Wed May 05, 2021 10:41 am
by Chtiblue
thanks Losti ;)
You meaned "include = ShaderFixes\3dvision2sbs.ini" ;)

Re: [WIP] Universal Fix for Unity 5.5 through 2019

Posted: Thu May 06, 2021 7:43 am
by Losti
Chtiblue wrote: Wed May 05, 2021 10:41 am thanks Losti ;)
You meaned "include = ShaderFixes\3dvision2sbs.ini" ;)
ups yes ^^ like in the screenshot ^^

Re: [WIP] Universal Fix for Unity 5.5 through 2019

Posted: Fri Jun 18, 2021 8:04 am
by Skawen
Thank You 4everAwake for this updated fix now Iron Harvest can be played almost perfect, except I don't know what is this issue like in pic, I tried all settings to low but it's still there.

Pic with problem:
Problem.jpg
Another pic from game:
IronHarvest001_085.jpg

Re: [WIP] Universal Fix for Unity 5.5 through 2019

Posted: Sat Jun 19, 2021 1:29 am
by Losti
Skawen wrote: Fri Jun 18, 2021 8:04 am Thank You 4everAwake for this updated fix now Iron Harvest can be played almost perfect, except I don't know what is this issue like in pic, I tried all settings to low but it's still there.

Pic with problem:
Problem.jpg
Another pic from game:
IronHarvest001_085.jpg
This can simply beeing disabled, this is some AO/texsture surroundings that are @ screen depth. I also have fixed the Fog of war for this game. For the HUD fix, if you need, just try my tutorial. I have atteched 2 shaders for you, simply extract those to the ShaderFixes folder. Dont miss to set cache_shaders=0 to cache_shaders=1, other whise you have to wait very long every time to start/progrss the game.

Re: [WIP] Universal Fix for Unity 5.5 through 2019

Posted: Mon Jun 28, 2021 8:45 am
by Skawen
Thank You Losti very much, You are as always so helpful.

About HUD I like it when @ screen depth, so there all is good.

Re: [WIP] Universal Fix for Unity 5.5 through 2019

Posted: Mon Jun 28, 2021 10:13 pm
by Losti
Skawen wrote: Mon Jun 28, 2021 8:45 am Thank You Losti very much, You are as always so helpful.

About HUD I like it when @ screen depth, so there all is good.
Your wellcome :-)

Re: [WIP] Universal Fix for Unity 5.5 through 2019

Posted: Sun Jul 11, 2021 4:53 pm
by 3DNovice
...

Re: [WIP] Universal Fix for Unity 5.5 through 2019

Posted: Sat Jul 24, 2021 6:32 pm
by daspwan
where is Universal Fix for Unity 2018? i can't find it in helixblog

Re: [WIP] Universal Fix for Unity 5.5 through 2019

Posted: Wed Jul 28, 2021 1:33 am
by Lizzard
You guys are LEGENDS!!! Two Point Hospital is finally playable! Been gathering dust in my backlog for way too long. The solution is much different from anything I've seen so far. The ground plane/level appears to be parallel with zero parallax. So theres a clash between perspectives. Only distracting problem is that the selection halo that is not 3d. It could be countered by convergence. Thanks a lot for this improvement 4everAwake!

Only found out theres a new Oddworld yesterday when I checked the wiki. How well does this work? The previews on Youtube looks really good...

Re: [WIP] Universal Fix for Unity 5.5 through 2019

Posted: Wed Jul 28, 2021 10:12 pm
by Feisty_Fernando
daspwan wrote: Sat Jul 24, 2021 6:32 pm where is Universal Fix for Unity 2018? i can't find it in helixblog
The older universal unity fix works on some unity 2018 games if you uncomment the ;include = ShaderFixes\Unity20171_DHR.ini in the d3dx file.

Re: [WIP] Universal Fix for Unity 5.5 through 2019

Posted: Wed Jul 28, 2021 11:00 pm
by daspwan
i use losti's wind road fix, seem ok with most unity 2018 games

Re: [WIP] Universal Fix for Unity 5.5 through 2019

Posted: Sun Aug 01, 2021 8:41 am
by Vaeltaja
Awesome work 4everAwake! I tried your improved fix with Infinite Adventures, which is 32bit and which I tried to fix with DSS' Unity templates months ago but without any luck. Your 32bit version of the fix finally did the trick and so far (I'm only in the very beginning of the game) I've noticed only one fog shader that is at screen depth. It is tied to some already fixed shader, so my knowledge ended there and I wasn't able to fix it, but now the game is atleast at playable state if I just disable the fog shader.

I think there was some other 32bit Unity game that I wasn't able to fix, so this might help with that game too - only problem is that I just can't remember which game it was, but I guess I'll find it out eventually.

Re: [WIP] Universal Fix for Unity 5.5 through 2019

Posted: Wed Aug 04, 2021 3:51 am
by ZeGURU69
Thanks for this fix! Now Lightmatter (Unity 2019) works in 3D. This is a very good portal like

https://store.steampowered.com/app/994140/Lightmatter/