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Xhairfx Reshade -

XHairFX is a specialized ReShade shader (part of the qUINT suite) designed to draw custom crosshairs directly on the screen via post-processing.

Before installing, it is vital to understand the rules of the game you are playing.

Play at your own risk in competitive matchmaking.

While "xhairfx" is often used as a search term, it typically refers to custom Reshade shaders designed to overlay a crosshair onto your game screen. xhairfx reshade

Unlike in-game crosshairs, which can be small, blurry, or disappear during certain mechanics (like sprinting or suppression in tactical shooters), a Reshade crosshair is a post-processing effect. It draws a fixed shape in the center of your monitor, independent of the game's internal logic.

Common features of these presets include:

If you're searching for a guide, look for videos/posts with these titles/phrases: XHairFX is a specialized ReShade shader (part of

Example of a good config snippet (from a quality guide):

Techniques=XHairFX
XHairFX_Mode=2 (Dot)
XHairFX_Color=0, 255, 0 (Bright Green)
XHairFX_Size=1.5

You do not need XhairFX active in menu screens or during cutscenes. Use the ReShade performance mode:

To understand XhairFX, you must first understand ReShade. ReShade is an open-source post-processing injector that allows gamers and developers to apply custom filters and effects to games in real-time. Think of it as an Instagram filter for your game—adding sharpening, ambient lighting, color correction, and depth-of-field effects. Play at your own risk in competitive matchmaking

XhairFX is a specialized shader created for the ReShade framework. Unlike generic reticle overlays (like those from monitor crosshair features or third-party apps like HudSight), XhairFX works within the game’s rendering pipeline. It manipulates the existing crosshair or creates a new one based on screen-depth data.

| 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 |

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);
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