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HDR Shader Order

SDR to HDR Conversions

  • Requires the AutoHDR addon, Lilium’s DXVK, or Special K (set tonemap mode within SK to Raw Framebuffer)
  • Requires either Pumbo’s AdvancedAutoHDR shader OR Lilium’s Inverse Tone Mapper shader

Simple version for those new to ReShade:

TOP OF SHADER ORDER
All other shaders
Either Lilium's Inverse Tone Mapper or Pumbo's AdvancedAutoHDR
BOTTOM OF SHADER ORDER

More advanced version that can lead to a better end result:

TOP OF SHADER ORDER
Shaders not compatible with HDR can go here
Either Lilium's Inverse Tone Mapper or Pumbo's AdvancedAutoHDR
scRGB Converter (Before) / HDR10 Converter (Before)
Place most shaders not compatible with HDR here
scRGB Converter (After) / HDR10 Converter (After)
Lilium's Tone Mapping
BOTTOM OF SHADER ORDER

Native HDR / RenoDX / Luma

If using ReShade with either native HDR or a mod that adds native HDR to a game such as RenoDX or Luma:

TOP OF SHADER ORDER
scRGB Converter (Before) / HDR10 Converter (Before)
Shaders not compatible with HDR go here
scRGB Converter (After) / HDR10 Converter (After)
Lilium's Tone Mapping / AdvancedAutoHDR
BOTTOM OF SHADER ORDER

Soop’s HDR Converters Additional Info

Download link: https://github.com/smolbbsoop/smolbbsoopshaders

Soop’s HDR Converters introduces a ReShade global preprocessor command _SOOP_COLOUR_SPACE that will attempt to force ReShade to compile the shaders for the specified colorspace.

_SOOP_COLOUR_SPACE supported values:

  1. SOOP_SRGB
  2. SOOP_SCRGB
  3. SOOP_HDR10

This is really handy for those weird situations when HDR shaders refuse to compile because they think the game is in SDR but the AutoHDR addon or Lilium’s DXVK is present.

Notes