#include "ReShade.fxh" uniform float3 fUIColor< ui_type = "color"; ui_label = "Color"; > = float3(0.1, 0.0, 0.3); uniform float fUIStrength< ui_type = "drag"; ui_label = "Srength"; ui_min = 0.0; ui_max = 1.0; ui_step = 0.01; > = 1.0; float3 RetroTintPS(float4 vpos : SV_Position, float2 texcoord : TexCoord) : SV_Target { float3 color = tex2D(ReShade::BackBuffer, texcoord).rgb; //Blend mode: Screen return lerp(color, 1.0 - (1.0 - color) * (1.0 - fUIColor), fUIStrength); } technique RetroTint { pass { VertexShader = PostProcessVS; PixelShader = RetroTintPS; /* RenderTarget = BackBuffer */ } }