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Better FxPipeline - A Mod for Sonic Generations.

This mod adds new features and fixes to the vanilla Sonic Generations renderer. These include:
  • Fixes scaling for Depth of Field and Bloom Glare to work correctly at all resolutions.
  • Makes particles get affected by post processing.
  • Allows for downsampling and supersampling of the internal resolution.
  • No longer needs codes, shader mods or alternate executables to work.
  • Allows you to select between variety of bloom shaders.
  • Implements light shafts from the old FxPipeline Renderer.
  • Implements directional shadows from the old FxPipeline Renderer.
  • Allows you to choose between various intensity levels of FXAA shaders.

Also included with the mod is a configuration file (BetterFxPipeline.ini), where you can select which of said features you want enabled. 

You can also configure it through HedgeModManager. (right click on mod -> Configure mod)

NOTE: You do not need to (and should not) enable Unleashed FxPipeline Shaders mod or the FxPipeline Renderer (through alternate executable or HedgeModManager code). 

Make sure Enable FxPipeline code in HedgeModManager IS DISABLED.

Bloom type

The mod allows you to switch between various bloom shaders. These include:

Sonic Generations

This shader is recommended to be used in vanilla Sonic Generations stages and level mods. It's strict when including objects in bloom, but it's very colorful.

Sonic Unleashed

Sonic Unleashed bloom shader is recommended to be used in Sonic Unleashed stage ports. It's very relaxed when including objects in bloom (like jumpball) and it's very colorful.

FxPipeline Renderer (Legacy)

FxPipeline Renderer bloom shader is the original shader for the early renderer. It's in the middle when it comes to including objects in bloom, but it looks very white. You're not recommended to use this shader unless you prefer how it looks or a stage mod was designed for it.

Overriding in stage mods

Stage mods can override this value in SceneEffect.prm.xml. You can use Parameter Editor to change it under SceneEffect.prm.xml -> BloomStar -> Extra.

If you find any bugs in the mod, please report them.

This mod requires HedgeModManager and Generations Code Loader to work!

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  • WHERE DO YOU GET THE CODE LOADER???
    Bananite
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  • cant boot up the game. says that it "requested the runtime to terminate it in an unusual way"
    Bananite
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  • chill47 avatar
    chill47 Joined 3mo ago
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    3mo
    I get a crash w/runtime error at start up "this application has requested the runtime to terminate it in an unusual way"
    Bananite
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  • ThisIsLorex avatar
    ThisIsLorex Joined 6mo ago
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    5mo
    can you add sonic colors/colors ultimate bloom for sonic colors stage ports mods?
    Bananite
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  • LegoLoco7 avatar
    LegoLoco7 username pic Joined 2y ago
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    LegoLoco7
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    6mo
    This mod works fine for me for the most part, but I always get a weird blur effect on Sonic in the White World hub when running without boosting. This affects both Modern and Classic Sonic. It doesn't bother me too much, but it does look a bit strange. I saw in earlier comments that this issue (or a similar one) was fixed, but even after updating, this doesn't seem to be the case for me.
    • Agree x 1
    LEGO/Sonic/Minecraft Gamer
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  • DaSaggyx avatar
    DaSaggyx Joined 1y ago
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    6mo
    how do we lower the shadow resolution for 60 fps?
    Bananite
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    pellapelladouga Joined 7mo ago
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    7mo
    Yo,
    I've just made my account, just so I can post this.

    I've got a problem with this mod.
    I'm using a 16:10 monitor, and since gens doesn't look nice with widescreen support, I run the game in letterbox.

    BetterFXPipeline doesn't seem to like that very much. I've got this really, really ugly stretching out on the bottom of the screen.
    Could anyone help me out on this? Am I doing something wrong, or is it a bug? 
    Thank you!
    • Interesting x 1
    Bananite
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    Blue_Force Joined 4y ago
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    7mo
    nice 
    Bananite
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  • SuperRetartedSonic avatar
    SuperRetartedSonic Joined 4y ago
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    7mo
    Why does the game run 30fps slower when i have this mod on? I prefer 60 FPS
    Bananite
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    chetchaka Joined 2y ago
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    10mo 10mo
    I think I've found an issue with the latest version - lightshaft ms_blurcount no longer has any affect, while it worked on previous versions.

    EDIT: Per Skyth, it is not possible to implement ms_blurcount in the vanilla renderer.
    Bananite
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