What is ReShade you may ask well it's:
ReShade is a generic post-processing injector for games.
Imagine your favorite game with ambient occlusion, real depth of field effects, color correction and more.
ReShade exposes an automated and generic way to access both frame color and depth information.

Designed with vanilla timecycles in mind.

Notes:

Note:
Used Pascal Gilchers RTGI Shader.

note 2:
Used Pascal Gilchers ReGrade.

note 3:
ReShade won't work in online, if you will use it then ban garruanted since it's considered as cheating.

note4:
This was creating using RTGI 0.27 and Regrade beta 0.5

note5:
If you fell that the game is to dark or if you suffer fps lose disable ambient occlusion in-game settings.

note6:
make sure to have all grapichs settings set to max except resolution scalling.

ReShades features:
-new and fixed SMAA shader
-Custom FXAA shader
-RTGI = Path Traced Global Illumination 
-new lightroom
-Vibrance
-Vignette
-Fake HDR

RTGI = Path Traced Global Illumination offers somewhat of unreal engines real ray tracing:
1.Ray Length = Maximum ray length, directly affects\nthe spread radius of shadows / bounce lighting.
2.Extended Ray Length Multiplier = Increases ray length in the background to achieve ultra wide light bounces.
3.Amount of Rays = Amount of rays launched per pixel in order to\nestimate the global illumination at this location.\nAmount of noise to filter is proportional to sqrt(rays).
4.Amount of Steps per Ray = RTGI performs step-wise raymarching to check for ray hits.\nFewer steps may result in rays skipping over small details.
5.Z Thickness = The shader can't know how thick objects are, since it only\nsees the side the camera faces and has to assume a fixed value.\n\nUse this parameter to remove halos around thin objects.
6.Precise light spreading = Rays accept scene intersections within a small error margin.\nEnabling this will snap rays to the actual hit location.\nThis results in sharper but more realistic lighting.
7.Simulation of backface lighting = RTGI can only simulate light bouncing of the objects visible on the screen.\nTo estimate light coming from non-visible sides of otherwise visible objects,\nthis feature will just take the front-side color instead.
8.Specular = Specular Material parameter for GGX Microfacet BRDF.
And much more.

Requirements in order for this to work are:
Pascal Gilchers shaders (RTGI,REGRADE)
You can find them here:
https://www.patreon.com/mcflypg

If you don't have them then it's not gonna work. The only effects will be applied are SMMA and FXAA.

