If you still want a AspectRatio shader that you can use with other shaders (this will still mess with some effects like CRT Masks). I made one (code blatantly stolen from CRT-Royale ReShade Port) -
#include "ReShade.fxh"
#define OptSize float4(BUFFER_SCREEN_SIZE,1.0/BUFFER_SCREEN_SIZE)
#ifndef AspectSize_X
#define AspectSize_X BUFFER_SCREEN_SIZE.x
#endif
#ifndef AspectSize_Y
#define AspectSize_Y BUFFER_SCREEN_SIZE.y
#endif
#define SIZE_S00 ReShade::BackBuffer
static const float2 boxsize=float2(AspectSize_X,AspectSize_Y);
static const float2 expanse=boxsize/ (2*OptSize.xy);
static const float2 capital=0.0/OptSize.xy+0.5;
static const float coord_w=capital.x-expanse.x;
static const float coord_e=capital.x+expanse.x;
static const float coord_n=capital.y-expanse.y;
static const float coord_s=capital.y+expanse.y;
static const float2 correct=float2(coord_w,coord_n);
void CropProcessVS(in uint id:SV_VertexID,out float4 position:SV_Position,out float2 texcoord:TEXCOORD)
{
#if __RENDERER__ <= 0x09300
texcoord.x=(id==1||id==3)?coord_e:coord_w;
texcoord.y=(id>1)?coord_s:coord_n;
position.x=(id==1||id==3)? 1:-1;
position.y=(id>1)?-1: 1;
position.zw=1;
#else
texcoord.x=(id&1)?coord_e:coord_w;
texcoord.y=(id&2)?coord_s:coord_n;
position.x=(id&1)? 1:-1;
position.y=(id&2)?-1: 1;
position.zw=1;
#endif
}
float4 StockPassPS(float4 position:SV_Position,float2 texcoord:TEXCOORD):SV_Target
{
return tex2D(SIZE_S00,texcoord);
}
float4 RatioSizePS(float4 position:SV_Position,float2 texcoord:TEXCOORD):SV_Target
{
const bool margins=float(texcoord.x>=coord_w&&texcoord.x<=coord_e&&texcoord.y>=coord_n&&texcoord.y<=coord_s);
const float2 boxcoord=((texcoord-correct)*OptSize.xy+0)/boxsize;
const float4 boxcolor=tex2D(SIZE_S00,boxcoord);
return float4(margins*boxcolor.rgb,boxcolor.a);
}
technique Aspect_Crop
{
pass
{
VertexShader=CropProcessVS;
PixelShader=StockPassPS;
PrimitiveTopology=TRIANGLESTRIP;
VertexCount=4;
}
}
technique Aspect_Size
{
pass
{
VertexShader=PostProcessVS;
PixelShader=RatioSizePS;
}
}
Just drag Aspect_Crop to the top and Aspect_Size to the bottom in the ReShade menu. Then use AspectSize_X and AspectSize_Y to change the ratios.