This is the most important part of the content. Most "good" guides will warn you:
Good content will tell you: Disable "Depth Buffer" access in ReShade settings to avoid triggering anti-cheat flags.
Because Apex has varying weapon reticles (from the Wingman’s thin dot to the Spitfire’s wide circle), a unified XhairFX overlay ensures consistency across all weapons. xhairfx reshade
| Pros | Cons | | :--- | :--- | | Cost-Free: No need for new hardware. | Setup: Requires technical installation steps. | | Highly Customizable: Infinite color and shape options. | Anti-Cheat Risk: Can trigger false positives or block game launches in rare cases. | | Permanent: Works in almost any game. | Screen Clutter: Can be distracting in menus or inventory screens. |
The shader includes an intuitive UI within the ReShade overlay (press Home by default). Here are its standout features: This is the most important part of the content
| Feature | XhairFX (ReShade) | Monitor Crosshair | Native Game Reticle | | :--- | :--- | :--- | :--- | | Customization | Extreme (shape, color, outline, animation) | Minimal (usually preset colors/sizes) | Low to Medium | | Overlay Position | Fixed center | Fixed center | Varies by game | | Works in menus/cutscenes | Yes (can be toggled) | Yes | No | | Anti-Cheat Risk | High (online MP) | None | None | | Cost | Free | Often hardware-dependent | Free |
While XhairFX works in virtually any 3D game, certain titles benefit immensely. Good content will tell you: Disable "Depth Buffer"
In the world of PC gaming, the crosshair is your primary point of reference. Whether you’re lining up a headshot in a tactical FPS, tracking a target in an extraction shooter, or aiming a spell in a third-person RPG, a clear, responsive reticle is non-negotiable. Yet, many games ship with crosshairs that are too small, too faint, poorly contrasted, or completely static.
Enter XhairFX – a specialized ReShade shader that gives you complete, granular control over your on-screen aiming reticle.
float sdCircle(float2 p, float r)
return length(p) - r;
float alpha = smoothstep(aaWidth, -aaWidth, sdCircle(p - center, radius) + thickness/2.0);
float segDist(float2 p, float2 a, float2 b)
float2 pa = p - a, ba = b - a;
float h = clamp(dot(pa,ba)/dot(ba,ba), 0.0, 1.0);
return length(pa - ba*h);