Releases: wblndr/MultipassRecorder
Release list
MultipassRecorder v0.6.0
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 | iexOr 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.