Luma is DX11 games modding framework based on the ReShade Addon system. Multiple mods are currently included, the biggest one being Prey (2017), which refactors its post processing rendering phase (e.g. adding HDR support, DLSS). Mod list here: https://github.com/Filoppi/Luma-Framework/wiki
821
stars
1,029
commits
C
primary language
Sep 8, 2026
updated
Luma is modding framework that facilitates improving graphics in DirectX 11 games.
It leverages the ReShade Addon system to add or modify rendering passes (and replace shaders (e.g. post processing)) through DirectX hooks.
While most of the generic shaders code is focused on HDR output support, there's a lot more to it already (like DLSS support), and no limit to what it can do.
Multiple games are already in the code, including a template project, and adding a new one is relatively easy.
Luma also acts as a graphics analyzer, having deep debugging capabilities (capturing all draw/dispatch commands and state changes in DX (e.g. SRVs/RTVs/UAVs/DSV/CBs etc etc)), download the graphics analyzer to just use that in any DX11 game.
Github actions automatically build all game projects and package them with their respective shaders (the Luma folder). Once your mod is ready, make a PR to the original repository. Make sure to test the mod in "Publishing" mode before wrapping it up, given that both the shaders and c++ code can change depending on the configuration.
Luma is similar to RenoDX (https://github.com/clshortfuse/renodx), where it got some inspiration from, but Luma is more focused on modding games deep down, like for example adding and replacing entire rendering techniques, adding DLSS or Ultrawide support etc. Porting simple mods between the two is relatively easy.
The Luma Framework was born out of the modding code I originally wrote for Prey (Luma). I soon after realize that I could make it all generic and re-use many of its features on other games. Starfield and Kingdom Come Deliverance Luma mods are not based on the Luma (generic) Framework and thus should not be confused with it. They do share some of the authors, and some of the code features (e.g. HDR stuff), but they are separate entities.
It'd be possible to achieve the same without ReShade and game specific code hooks, by only using generic DirectX hooks, but it'd be exponentially more complicated (even if more performant) (some engines re-use render target textures for different purposes, so we couldn't easily tell which ones to upgrade, and ReShade offers settings serialization and a bunch of other features).
C
72.6%
C++
14.4%
HLSL
13.0%
Luma is DX11 games modding framework based on the ReShade Addon system. Multiple mods are currently included, the biggest one being Prey (2017), which refactors its post processing rendering phase (e.g. adding HDR support, DLSS). Mod list here: https://github.com/Filoppi/Luma-Framework/wiki
821
stars
1,029
commits
C
primary language
Sep 8, 2026
updated
Luma is modding framework that facilitates improving graphics in DirectX 11 games.
It leverages the ReShade Addon system to add or modify rendering passes (and replace shaders (e.g. post processing)) through DirectX hooks.
While most of the generic shaders code is focused on HDR output support, there's a lot more to it already (like DLSS support), and no limit to what it can do.
Multiple games are already in the code, including a template project, and adding a new one is relatively easy.
Luma also acts as a graphics analyzer, having deep debugging capabilities (capturing all draw/dispatch commands and state changes in DX (e.g. SRVs/RTVs/UAVs/DSV/CBs etc etc)), download the graphics analyzer to just use that in any DX11 game.
Github actions automatically build all game projects and package them with their respective shaders (the Luma folder). Once your mod is ready, make a PR to the original repository. Make sure to test the mod in "Publishing" mode before wrapping it up, given that both the shaders and c++ code can change depending on the configuration.
Luma is similar to RenoDX (https://github.com/clshortfuse/renodx), where it got some inspiration from, but Luma is more focused on modding games deep down, like for example adding and replacing entire rendering techniques, adding DLSS or Ultrawide support etc. Porting simple mods between the two is relatively easy.
The Luma Framework was born out of the modding code I originally wrote for Prey (Luma). I soon after realize that I could make it all generic and re-use many of its features on other games. Starfield and Kingdom Come Deliverance Luma mods are not based on the Luma (generic) Framework and thus should not be confused with it. They do share some of the authors, and some of the code features (e.g. HDR stuff), but they are separate entities.
It'd be possible to achieve the same without ReShade and game specific code hooks, by only using generic DirectX hooks, but it'd be exponentially more complicated (even if more performant) (some engines re-use render target textures for different purposes, so we couldn't easily tell which ones to upgrade, and ReShade offers settings serialization and a bunch of other features).
C
72.6%
C++
14.4%
HLSL
13.0%