Reshade Long Exposure [Chrome HOT]

Crucial note: Long exposure creates softness. After you blend 16 frames, the image will look slightly hazy. You must apply sharpening after the blend but before the final output.

First, we must debunk a myth. When photographers use a neutral density (ND) filter to take a 30-second exposure of a river, the camera captures a sum of light over time. A game engine does not render time the same way.

“ReShade long exposure” is technically a misnomer. A real-time shader cannot wait 30 seconds to render a frame. Instead, ReShade achieves this look via Frame Averaging or Frame Accumulation.

Here is how it works:

The result is a real-time (or screenshot-ready) approximation of a long exposure photograph.

Diagnosis: The Exposure or Intensity slider is too high, OR you are blending 32 frames with Additive blending. Fix: Find the Tonemap or Exposure slider inside your Long Exposure shader. Reduce it until the highlights (sky, lights) return to white, not nuclear white.

Not every game plays nicely with temporal accumulation. Here are the top 5 titles where this technique shines. reshade long exposure


No single shader does it all. The most common combination:

The principle: sample and blend several recent frames with decay, giving moving objects a directional smear while keeping static backgrounds sharp.

Once you have the raw long exposure screenshot, it usually looks a bit flat because the blending averages out the lights and darks. You need to stack shaders. Crucial note: Long exposure creates softness

Recommended Shader Stack (Order matters - Top to Bottom in ReShade):

The "Pro" Secret: Take two shots.


This is counter-intuitive but vital. TAA also uses frame accumulation to smooth jagged edges. If you run ReShade accumulation on top of TAA accumulation, you will get "ghosting"—a double-image effect where previous frames never fully clear. No single shader does it all

It’s a niche but powerful tool. Just don’t expect true photographic long exposure—it’s a smart visual hack that works beautifully in controlled scenes.


Would you like specific .fx file links or example preset configurations for a particular game?


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