I have edited 2 files to disable that annoying depth buffer lock when you are online. You do have to be wary though, I personally have not been banned from any game because of my use of this, but I know one thing for sure, you CAN NOT use reshade or any .dll modification on battle eye anticheat game. You will get banned almost right away if it does not disable it.
Anyways, I'm keeping all of the text below available if anyone would like to view it to do whatever. The 2 files I have changed are ~
setup \ MainWindow.xaml.cs and source \ runtime.cpp
Building
You'll need Visual Studio 2019 or higher to build ReShade and Python for the gl3w
dependency.
- Clone this repository including all Git submodules
- Open the Visual Studio solution
- Select either the
32-bit
or64-bit
target platform and build the solution.
This will build ReShade and all dependencies. To build the setup tool, first build theRelease
configuration for both32-bit
and64-bit
targets and only afterwards build theRelease Setup
configuration (does not matter which target is selected then).
A quick overview of what some of the source code files contain:
File | Description |
---|---|
dll_log.cpp | Simple file logger implementation |
dll_main.cpp | Main entry point and test application when building for debug |
dll_resources.cpp | Access to DLL resource data (e.g. built-in shaders) |
effect_lexer.cpp | Lexical analyzer for C-like languages |
effect_parser.cpp | Parser for the ReShade FX shader language |
effect_preprocessor.cpp | C-style preprocessor implementation |
hook.cpp | Wrapper around MinHook which tracks associated function pointers |
hook_manager.cpp | Automatic hook installation based on DLL exports |
input.cpp | Keyboard and mouse input management and window message queue hooks |
runtime.cpp | Core ReShade runtime including effect and preset management |
runtime_gui.cpp | Overlay GUI and everything related to that |
d3d9/runtime_d3d9.cpp | Effect runtime implementation for D3D9 |
d3d10/runtime_d3d10.cpp | Effect runtime implementation for D3D10 |
d3d11/runtime_d3d11.cpp | Effect runtime implementation for D3D11 |
d3d12/runtime_d3d12.cpp | Effect runtime implementation for D3D12 |
opengl/runtime_gl.cpp | Effect runtime implementation for OpenGL |
vulkan/runtime_vk.cpp | Effect runtime implementation for Vulkan |
Contributing
Any contributions to the project are welcomed, it's recommended to use GitHub pull requests.
License
All source code in this repository is licensed under a BSD 3-clause license.
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