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Releases: wblndr/MultipassRecorder

MultipassRecorder v0.6.0

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@wblndr wblndr released this 05 Sep 16:08

Public release of a project that is now shelved: it works and was validated by hand across
several games, but it is no longer under active development. Source is MIT — fork it freely.

Install

Run this from inside your game's install folder (where the game .exe and ReShade's dxgi.dll live):

irm https://raw.githubusercontent.com/wblndr/MultipassRecorder/main/install.ps1 | iex

Or drop the two files in by hand: MultipassRecorderAddon.addon next to the game .exe, and
MultipassRecorder.fx into reshade-shaders\Shaders\.

Then launch the game, open the ReShade overlay, and enable the MultipassRecorder_Setup
technique
— without it the depth and normals passes record black. See the README for why.

Log2 decode LUTs

MPR_Log2_to_Linear.cube and MPR_Log2_to_Rec709.cube are attached here rather than committed to
the repo. You only need them if you record with the Log2 curve; the maths is also just
linear = 2^(code*20-14), so any compositor can do it without the LUT.

Requirements

  • ReShade 6.x with add-on support enabled
  • FFmpeg with NVENC (path is configurable in the Setup tab)
  • An NVIDIA GPU, for NVENC
  • DirectX 11 is the tested path. DX12/OpenGL/Vulkan code paths exist but are unverified.
    DX9 games need the 32-bit build (compile_dx9.ps1).

This binary

x64, built against the ReShade SDK at v6.5.1, registering as add-on API v13. The CRT is
statically linked — it imports only KERNEL32.dll and USER32.dll, so it cannot bind a game's
own Visual C++ redistributable.