Reshade Rtgi — 0361

ReShade RTGI 0.36.1

The shader, developed by Pascal Gilcher (known as Marty McFly ), represents a pivotal moment in post-processing technology, effectively "democratizing" ray tracing for thousands of legacy and modern games that lack native support. By injecting code that accesses a game’s depth buffer, this version of the Ray Traced Global Illumination (RTGI) shader simulates realistic light behavior—such as light bouncing and color bleeding—to transform flat, rasterized scenes into immersive, photorealistic environments. The Core Technology: Screen Space Ray Tracing

Conclusion

Implementing RTGI in screen space is computationally expensive. reshade rtgi 0361

The Depth Pre-Pass & Normals

Benefits of ReShade RTGI 0.3.6.1

Write a specific section

(like the Introduction or Conclusion ) Create a setup guide for a specific game Explain the math behind the ray marching algorithm Let me know how you want to expand this paper ! ReShade | RTGI v0.20 Walkthrough ReShade RTGI 0

is a revolutionary post-processing shader developed by Pascal Gilcher (Marty McFly) that brings advanced lighting effects to games that don't natively support them. Version 0.36.1 represents a stable, highly popular iteration of this tech, often favored for its balance of visual fidelity and performance on non-RTX hardware. What is RTGI 0.36.1? Unlike native hardware ray tracing (like in Metro Exodus ), RTGI uses screen-space path tracing The Depth Pre-Pass & Normals Benefits of ReShade RTGI 0

: If the lighting looks upside down or reversed, you must edit the Global Preprocessor Definitions RESHADE_DEPTH_INPUT_IS_REVERSED (or vice versa). RESHADE_DEPTH_INPUT_IS_UPSIDE_DOWN if the image appears inverted. Display Depth Shader : To verify what ReShade sees, enable the DisplayDepth.fx