Editing Shaders and filters
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|GLSL equiv. of cgp - possible to stack several shaders with this. | |GLSL equiv. of cgp - possible to stack several shaders with this. | ||
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==Types== | ==Types== | ||
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A tone mapping shader allows you to use an external LUT texture to do tone mapping and other color adjustments.<ref name="tonemapping">http://filthypants.blogspot.com/2017/06/retroarch-tone-mapping-lut-shader.html</ref> The LUT texture is PNG image that can be edited in any image editing software to have the desired color adjustment. When the modified LUT is used in the shader, the color adjustment gets applied to the game's video output. | A tone mapping shader allows you to use an external LUT texture to do tone mapping and other color adjustments.<ref name="tonemapping">http://filthypants.blogspot.com/2017/06/retroarch-tone-mapping-lut-shader.html</ref> The LUT texture is PNG image that can be edited in any image editing software to have the desired color adjustment. When the modified LUT is used in the shader, the color adjustment gets applied to the game's video output. | ||
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==Shaders on real CRTs== | ==Shaders on real CRTs== | ||
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You can combine those things with these two shader presets: [https://github.com/libretro/common-shaders/blob/master/cgp/tvout/tvout.cgp tvout.cgp] for 240p and [https://github.com/libretro/common-shaders/blob/master/cgp/tvout%2Binterlacing/tvout%2Binterlacing.cgp tvout+interlacing.cgp] for 480p. Both of these allow you to have adjustable signal resolution blur applied horizontally, as well as color controls like gamma, saturation, and the option to use TV color range (16-235) instead of PC color range (0-255), while the 480p version provides a scanline shader that is interlaced on 480-line content. The signal resolution blur works best if you use a large horizontal resolution (1280 or higher recommended) while keeping your vertical resolution at 240 or 480, and setting the aspect ratio of the emulator to stretch to fit. The higher horizontal resolution will make it look natural and convincing, avoiding banding issues. Can be combined with NTSC filters/shaders for maximum authenticity, check out the shader presets in [https://github.com/libretro/common-shaders/tree/master/cgp/tvout /cgp/tvout] and [https://github.com/libretro/common-shaders/tree/master/cgp/tvout%2Binterlacing /cgp/tvout+interlacing] for some examples. | You can combine those things with these two shader presets: [https://github.com/libretro/common-shaders/blob/master/cgp/tvout/tvout.cgp tvout.cgp] for 240p and [https://github.com/libretro/common-shaders/blob/master/cgp/tvout%2Binterlacing/tvout%2Binterlacing.cgp tvout+interlacing.cgp] for 480p. Both of these allow you to have adjustable signal resolution blur applied horizontally, as well as color controls like gamma, saturation, and the option to use TV color range (16-235) instead of PC color range (0-255), while the 480p version provides a scanline shader that is interlaced on 480-line content. The signal resolution blur works best if you use a large horizontal resolution (1280 or higher recommended) while keeping your vertical resolution at 240 or 480, and setting the aspect ratio of the emulator to stretch to fit. The higher horizontal resolution will make it look natural and convincing, avoiding banding issues. Can be combined with NTSC filters/shaders for maximum authenticity, check out the shader presets in [https://github.com/libretro/common-shaders/tree/master/cgp/tvout /cgp/tvout] and [https://github.com/libretro/common-shaders/tree/master/cgp/tvout%2Binterlacing /cgp/tvout+interlacing] for some examples. | ||
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==Notable ReShade shaders== | ==Notable ReShade shaders== | ||
− | These are not [[Shader_Presets|shader presets]]. But you can create your own custom preset using these .fx shaders. As some of the effects (RTGI and Motion Estimation etc.) require depth access, make sure to have your [https:// | + | These are not [[Shader_Presets|shader presets]]. But you can create your own custom preset using these .fx shaders. As some of the effects (RTGI and Motion Estimation etc.) require depth access, make sure to have your [https://www.youtube.com/watch?v=zMceMD9OzIE depth buffer correctly configured] if you want to use them. |
;[https://www.martysmods.com/rtgi/ Pascal Gilcher's RTGI shader] ($) | ;[https://www.martysmods.com/rtgi/ Pascal Gilcher's RTGI shader] ($) |