Thank you very much for the very spartanic information grin

...but I've got some problems smirk
there are defines like '#define CUSTOM_PS_DIFFUSE' to replace the default functions but the reliefmapping
changes color, alpha, normalmap and depth - all based on a ray intersection.

Do I really have to use one custom function for every single of these?

The problem is that they all need the depth information and doing the intersection
for color, alpha, normalmap and depth is just too inefficient confused

another thing is that this:
Code:
#define CUSTOM_VS_OUTPUT_EXTEND float3 ViewDir : TEXCOORD5; // View Direction, needed for relief mapping

[...]

float4 Custom_PS_Diffuse(vsOut In, half3 skinAlbedo)
{
   float4 Color = 0;
   
   In.ViewDir = normalize(In.ViewDir);

...results in an 'invalid subscript "ViewDir"' - Error

Quote:
@Kartoffel: I started implementing your code some days ago laugh
nice laugh
btw. I made slight changes at the tonemapping and added a bleach-bypass effect to it.
It still needs some optimization but if you think it's worth implementing this modification I'll send it to you when I'm finished


POTATO-MAN saves the day! - Random