2025... er- 2026! Community Collab is now live! Check out our annual-ish art event and learn how you can submit a drawing of your OC to our collaborative picture this year. Click here to learn more!

Reshade Long Exposure -

// Custom shader technique float blendFactor = 0.05; // 5% new frame, 95% old accumulation float4 curr = tex2D(ReShade::BackBuffer, texcoord); float4 prev = tex2D(prevFrameBuffer, texcoord); return lerp(prev, curr, blendFactor);

Camera-captured long exposure integrates physically on the sensor. ReShade's accumulation is a digital recursive filter, which causes exponential decay instead of linear integration. True long exposure requires without weighting.

Shaders that utilize the game's depth buffer and motion vectors (like standard motion blur or vector blur) can occasionally assist in smoothing out fast-moving objects. However, they lack the cumulative temporal blending required for true, clean long exposures. Step-by-Step Setup Guide

This is a "utility" use of the shader that many overlook. reshade long exposure

Moving your camera while a long exposure shader is active causes the entire screen to smear into an unreadable mess. Bind a toggle key to your shader. Turn it off, frame your shot perfectly, and then turn it on. Let the image sit still for 3 to 5 seconds to let the frames accumulate before hitting your screenshot button.

Best used when driving at night in games like Cyberpunk 2077, Forza Horizon, GTA V.

Check the box next to or RealTimeLongExposure . // Custom shader technique float blendFactor = 0

key) and locate the long exposure shader. You will generally be tweaking these core parameters: Frame Count / Duration:

Optional Add-on for Social Media (Instagram/Twitter captions):

It is most commonly used in racing games or flight simulators to create "speed lines" or motion blur that looks more natural and cinematic than the game's built-in settings. Virtual Photography: Shaders that utilize the game's depth buffer and

Let the frames accumulate for 5–10 seconds. You will see the movement (water, fire, or grass) slowly turn into a smooth, misty texture. Pro Tips for Better Results

Discover comprehensive setup tutorials and advanced techniques on the FRAMED Screenshot Community Guide