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The Big Ol' Retroarch Shader Thread


alexis524

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It's not actually a parameter that can be altered via the GUI. It's part of the various "crt-hyllian-barrell" shader passes used in most of these (it's the last pass) - it affects more than just the vignetting though, so simply removing the pass wouldn't be ideal.

I have some ideas about what I could change in them to get rid of it, but it'll take some experimenting.

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So I figured out the values that remove it, but as I suspected this has a pretty dramatic impact on the entire image, not just the corners.

Normal values:

5a7c66684bf64_SuperMarioWorld2-YoshisIsland(USA)(Rev1)-180208-095727.thumb.png.07ff1d49c059fc5b43535c6e8010334b.pngEdited values to remove barrel:

5a7c668e23545_SuperMarioWorld2-YoshisIsland(USA)(Rev1)-180208-095757.thumb.png.8f67c940d6cca04c56e113aea9b97e90.png

So if I were to remove it, the entire image would be affected.

Also, lol at mudlord's comments in his shader:

image.png.076c0e989bfb113158f019c0a20944ac.png

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Might have something! Some more fiddling:

oldtvshader-comp5.cg:

5a7c6849f0d57_SuperMarioWorld2-YoshisIsland(USA)(Rev1)-180208-100731.thumb.png.215ea76416c8d50938e2b3a582e11cc2.pngEdited:

5a7c687b3fbf2_SuperMarioWorld2-YoshisIsland(USA)(Rev1)-180208-100804.thumb.png.9739ce05875e59d3b92cfb1f627a2bdb.pngI can't use my presets on this computer (at work) as it just kindof craps itself, but I'll mess with this when I get home tonight. I should be able to slot this pass in in place of oldtvshader-comp5.cg. I'll probably need to alter some gamma values slightly (since the standard values affect brightness for most of the image), but we'll see. I actually kinda like the barrel effect, personally, so I'd make separate versions of the presets. I'll probably place them in a separate folder named "No Barrel" or something.

oldtvshader-comp5-no-barrel.cg

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On 8/16/2016 at 2:57 AM, Lordmonkus said:

I was checking out some different shaders tonight and looking at some that I have never really looked at before (it's tough to go through all of them) and I came across this interesting shader in the CGP folder, its the "2xbr-hybrid-crt-hyllian" preset. I think this shader is an interesting balance of CRT scanlines without being thick but also giving a little bit (but not over doing) smoothing. Now I don't know if this is going to be a shader I will use all the time or will it be just another short term until I get tired of it like many of the smoothing shaders. I thought I would share a screenshot of Guardian Heroes for the Saturn because it is a game where it scales sprites in a weird way and sometimes scales them a bit large and pixelated. This shader actually smooths it out a bit, I also tried this shader on Genesis, SNES and Playstation games and it looks pretty good. It also doesn't overly darken the picture like many CRT scanline shaders. There is another interesting one in the "denoisers" folder called "crt-fast-bilateral-super-xbr" that has a simlar effect but I did not screen shot that one. Anyways enough of my rambling, here's the screen shot.

SHLVmc7.png

 

Thanks for pointing these 2 out, so far these give the closest to the look that I prefer - some smoothing and scanline but not overdone on either.   I wish there was something similiar that used scalefx or xbr accuracy as i think those do a better job of smoothing.  when I try to make it myself it never turns out looking how I was hoping.  I will probably stick with "2xbr-hybrid-crt-hyllian" for now.  do you know what the difference between the hybrid and non-hybrid version is?  to my eyes they look the same

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16 minutes ago, Lordmonkus said:

Take a look at the "crt-fast-bilateral-super-xbr" shader in the \denoisers\ folder, it's available in both the CD and GLSL format.

I looked at both, i think i will stick with the 2xbr-hybrid-crt-hyllian

I kind of am going for a look similar to what this person has but without the fishbowl / curved crt effect and the bloom a little more toned down / subtle:

 

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Okay, I've added two new presets - "Decker" and "Wintermute" - along with quite a bit of other stuff. I discovered that I was using an older version of the image-adjustment.cg pass, and the new one includes some improvements (like better color adjustments) and additional functions, like film grain. I went through and replaced the pass in all the presets with the new one (and made a few tweaks along the way to fix some things I wasn't happy with). Be sure to replace all when you copy these in!

With some fiddling and testing I was able to create a new version of the oldtvshader pass which removes the vignette. I still prefer the vignette myself, but I know not everyone does. You'll find two new subfolders in the pack - "Grain" and "No Vignette" with alternate versions of the other presets. Grain adds a slight grain filter (5 on a scale of 0 to 72, so not super heavy) and No Vignette removes the barrel vignetting. I had to make some slight adjustments to the brightness levels for those because without the vignette it makes the image a little too bright overall - after the adjustments, the center of the screen will be slightly darker than in the normal vignette versions, but the brightness will be even overall (no vignetting). If, for whatever reason, you want to change them back to the full brightness, I do have a text file in the No Vignette folder that details the specific adjustments that were made to each preset.

Zombs Shaders.zip

Razor Girl:

5a7d1d0a8f069_VagrantStory(USA)-180208-222712.thumb.png.c8a962f9b7e29217d4d5d0aa68141c6b.pngRazor Girl - No Vignette:

5a7d2210c1a0d_VagrantStory(USA)-180208-222723.thumb.png.b793c5976d546e8e45032600255685b5.pngNeuromancer (old):

5a7d1ffef2636_ValkyrieProfile-180208-231246.thumb.png.8f5123588c05274312dd3e0151504157.pngNeuromancer (new):

5a7d200a87dbe_ValkyrieProfile-180208-231258.thumb.png.2c968870e39af4a3ab204c0b7b80638c.pngNo Shader:

5a7d1e707e7b7_SuikodenII-180208-224335.thumb.png.f99781f02982df3d7fcf5941292b9050.pngDecker:

5a7d223496773_SuikodenII-180208-224347.thumb.png.b0148272b38a8499c47073464826293f.pngWintermute:

5a7d22406462c_SuikodenII-180208-224353.thumb.png.4364f3221620c1ffea802953262ace77.pngNo Shader:

5a7d1eacf4223_MetalGearSolid-180208-230536.thumb.png.74663b17d91d4a4a9e85bffcd5e41216.pngDecker:

5a7d1eb633d1e_MetalGearSolid-180208-230546.thumb.png.7ca5363a2366135092f0198eb5fcf1b5.pngWintermute:

5a7d1ebf3b42c_MetalGearSolid-180208-230553.thumb.png.45b02d927d8c295ab9a100f637137cbd.pngNo Shader:

5a7d1ee6d4bb0_StarOcean(Japan)EnbyDeJapv1.0-180208-224449.thumb.png.9c9c01d475f549180c44e0a6bd2446d5.pngDecker:

5a7d1ef2eda4c_StarOcean(Japan)EnbyDeJapv1.0-180208-224458.thumb.png.a3a93b4a911487e05a5c6e7148f5b904.pngWintermute:

5a7d1f0127e1f_StarOcean(Japan)EnbyDeJapv1.0-180208-224503.thumb.png.11a423e1c7fcc57576a2650ebed65409.pngNo Shader:

5a7d1f15ef171_FinalFantasyVII-180208-230332.thumb.png.cb793c507c86fc6a6dba5edf5843cb26.pngDecker:

5a7d1f2156b81_FinalFantasyVII-180208-230347.thumb.png.6699f0edd23dc65fc191a7d22db22926.pngWintermute:

5a7d1f2edc86c_FinalFantasyVII-180208-230356.thumb.png.922afb10f7cf7c2e0f5cb3263067e74b.png

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The NTSC passes would have to be removed, which would impact the look somewhat, though they might be able to be replaced with some blurs for something similar. Some of these don't use those passes, but many do. I've got an office PC that has intel integrated video, and those are the problematic passes.

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2 minutes ago, Lordmonkus said:

Integrated video chips are notoriously limited in what they can do, they are essentially super bare bones and can only handle a limited amount of stuff.

While true, the version I have handles Lottes, Royale etc in GLSL with ease at 1080p60+.  That used to not be the case only a few years ago. :)  This Nuc-like is pulling double duty as a Plex HTPC and BigBox machine.

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