FXC Converter Tool | Unpack/Repack FXC Shaders v0.0.2
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FXC Converter
A tool for unpacking and repacking .fxc shader files for Grand Theft Auto 5.
Key Features:
Usage:
See: https://github.com/gtasnail/fxc-converter for usage instructions.
Includes example shaders to help you get started with modding.
Download pre-built binaries or build from source using Cargo.
Open source project - contributions welcome!
Changelog v0.0.2:
Added:
Prebuilt decompiler for .o files (HLSLDecompiler)
Useful fxc builder bat file (hlslCompile.bat)
Added more example shaders
Download now contains everything needed apart from fxc (which is easy to get from microsoft)
A tool for unpacking and repacking .fxc shader files for Grand Theft Auto 5.
Key Features:
- Unpack .fxc files to extract embedded shaders
- Repack .fxc files with modified shader data
- User-friendly graphical interface
- Designed for GTA 5 shader modding
Usage:
See: https://github.com/gtasnail/fxc-converter for usage instructions.
Includes example shaders to help you get started with modding.
Download pre-built binaries or build from source using Cargo.
Open source project - contributions welcome!
Changelog v0.0.2:
Added:
Prebuilt decompiler for .o files (HLSLDecompiler)
Useful fxc builder bat file (hlslCompile.bat)
Added more example shaders
Download now contains everything needed apart from fxc (which is easy to get from microsoft)
İlk Yüklenme Zamanı: 7 Eylül 2024, Cumartesi
Son Güncellenme Zamanı: 11 Eylül 2024, Çarşamba
Last Downloaded: 1 gün önce
22 Yorum
FXC Converter
A tool for unpacking and repacking .fxc shader files for Grand Theft Auto 5.
Key Features:
Usage:
See: https://github.com/gtasnail/fxc-converter for usage instructions.
Includes example shaders to help you get started with modding.
Download pre-built binaries or build from source using Cargo.
Open source project - contributions welcome!
Changelog v0.0.2:
Added:
Prebuilt decompiler for .o files (HLSLDecompiler)
Useful fxc builder bat file (hlslCompile.bat)
Added more example shaders
Download now contains everything needed apart from fxc (which is easy to get from microsoft)
A tool for unpacking and repacking .fxc shader files for Grand Theft Auto 5.
Key Features:
- Unpack .fxc files to extract embedded shaders
- Repack .fxc files with modified shader data
- User-friendly graphical interface
- Designed for GTA 5 shader modding
Usage:
See: https://github.com/gtasnail/fxc-converter for usage instructions.
Includes example shaders to help you get started with modding.
Download pre-built binaries or build from source using Cargo.
Open source project - contributions welcome!
Changelog v0.0.2:
Added:
Prebuilt decompiler for .o files (HLSLDecompiler)
Useful fxc builder bat file (hlslCompile.bat)
Added more example shaders
Download now contains everything needed apart from fxc (which is easy to get from microsoft)
İlk Yüklenme Zamanı: 7 Eylül 2024, Cumartesi
Son Güncellenme Zamanı: 11 Eylül 2024, Çarşamba
Last Downloaded: 1 gün önce
Finally! Asked me lot of times when such a great tool will came out!
Awesome work man lot of Respect for ur work! 😁
@Crankv2 You're welcome and thanks! :)
@Crankv2 @Kypos
How does your tool differ from this one?
https://www.gta5-mods.com/tools/gta-5-shader-unpacker
@JohnFromGWN This tool is inspired by that, I had issues with that one the offsets seemed to be wrong so i made a tool for myself to speed up and fix the process
@F5544 Shaders are definitely not the "basics of modding". If you knew the answer, which is unlikely given this is a highly specialized field such as procedural, lighting, and shading, you would have lost the arrogance and given a simple reply.
@dihan546, shaders are in update.rpf/common/shaders. You can seach for the fxc extension in Open IV.
Personally I would never modify shaders as I prefer realistic contrast and colour saturation rather than fake photoshop effects.
@Kypos ok, got it. thank you
@JohnFromGWN also i don't know what this means "Personally I would never modify shaders as I prefer realistic contrast and colour saturation rather than fake photoshop effects."
@Kypos It means that I'm in a very small minority of users who will not use graphic or “visual enhancement” mods including reshade. Similarly I will not modify the game's shaders. This is very personal but I prefer my graphics to be realistic. I have a very decent monitor and a decent graphics card and thankfully my eyes see the world accurately, or within norms .
I don't like super saturated blue skies nor super saturated greens for vegetation nor fake looking skin tones. I prefer to enjoy games without graphical aberrations. Again, this is just me. I'm a very serious amateur photographer and the same rules apply to my photography - no fancy filters to create fake art.
I just commented because I remember seeing a similar mod – and you clarified the purpose of your own. I also took exception to the arrogant response that another user made about how shaders are basic modding. This is actually amusing when close to 1 million users have downloaded a mod to delete their installed mods because that would be way beyond their computer skills. Now that’s what I call basic mods, knowing where the delete key in on your keyboard.
@JohnFromGWN but.... you don't have to make them unrealistic with this tool, you could totally make things look more realistic but i respect your opinion on editing shaders if it's not for you, it's not for you :)
@Kypos I know and i understand i'm the outlier here.
Hi bro, kindly, can you help me solve the problem?
'fxc' is not recognized as an internal or external command,
operable program or batch file.
Conversion failed. Error code: 9009
@SQ7s You need to download and install `Microsoft DirectX SDK` and then add fxc to path, i'll update the github to have the steps soon
i'd like to convert my edited shaders from enb shaderinput to fxc, it is possible to avoid using 3dmigoto and renderdoc?
@safari4831 Yeah probably, you can access pretty much everything enb access's
Do you know how to get hash for shaders?
@Kypos the problem is i am getting errors if trying to compile it back, 3dmigoto code is more understandable but im already have an edited shader that works, in hlsl assembly format (when you open the shader in codewalker), is there another compiler i can use?
@safari4831 Do you know how to get hash for shaders?
@safari4831 Some of the shaders have certain loads in them that don't get decompiled, if you add me on discord @kypos i can try help :)
@SQ7s Hash for shaders?
@Kypos Yes, so I can add to shaderinput and use it ENB <3