I would love to see this native to the game code. The bleed through when zooming in of grass shaders is because reshade has the last passing say so to speak. If you intercept the games effect, say, a user interface and pass them after reshade, instead of first, that would fix the minor set back.
2.8k upscaled to 4k.
Mod requirements:
Toggle reshade off in 2D cinematics, and in 3D game cinematics or it will break the render, then back on for the in game 3D render. Turn off in game AA, and set in game shadows to low. They are unstable and drop out on any setting higher when the wizard crow dude in the first level starts talking. If you were for some strange reason actually running MSAA, dont. Its not compatible with raytracing.
Mod installation steps:
You will need to use this version of it (http://project7.rf.gd/) to work in multiplayer. I already checked, no it cannot be used to cheat. Same with Starcraft 2, although the in game part is basically broken. Warcraft 3 reforged is not. Install reshade (https://reshade.me/) to the game executable. Reshade path 10/11/12. https://github.com/Yodasraytracedretr… Download the following files: “reshade-shaders” then replace the base “reshade-shaders” folder generated by the typical reshade install with mine provided. Then drop the “ReShadePreset.ini” into the “Warcraft III” folder next to the game executable. You must select the correct option in the API tab which has the highest number of draw calls (And the most active), then “CLEAR 2” EACH TIME YOU START THE GAME. In the first mission, you will not see the depth buffer pop up until the main character is selected. If you tab out of the game you will need to do the API step again. YOU MUST HOWEVER TOGGLE RESHADE OFF DURING THE CUTSCENES or it will look worse because the game jumps between CLEAR 1 and CLEAR 2. Reshade cant select both, so unless Blizzard unifies their code the cutscenes are just going to be broken with raytracing. IT FULLY WORKS IN THE IN GAME GRAPHICS!
Minor departure from original art direction:
I made a trade off to get away with more AO since this games perspective is so fixed and the fog of war looks fine. The colors are identical in some places, and more vibrant in others slightly. I was forced to balance a hair more of them since the character models have more darkness competing with the pixel color representation. Its a very pretty game anyway, and the only one I would consider doing this. 99% of my mods will be as faithful as reasonably possible. If the game is at the edge of believable graphics, and is a simulator or something, I might 1-3% lean toward less coloration. Small logical changes.