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Shader Presets

15,291 bytes added, 26 April
ShaderGlass
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Shader Presets are combinations of one or more shaders. The Shader Chain which is a stack of shader passes each one pointing to a specific shader file.<ref>[https://docs.libretro.com/guides/shaders/#shader-presets Libretro docs: Shaders]</ref> There is a misconception about shaders; Generally, you really can't copy+paste shaders between two different programs even if they support same extension like .glsl, not unless they know how their shaders are structured and what kind of input they need and output they give.<ref>[https://forums.dolphin-emu.org/Thread-possible-to-create-a-ntsc-s-video-shader-for-dolphin?pid=450879#pid450879 Shonumi's comment about shader extensions and using with different programs]</ref>
 
;Before diving in;
;*Some of the [[Shader Presets]] mentioned below include [[shaders and filters]] that are already available as enhancement/adjustment option (such as [https://www.nvidia.com/content/Control-Panel-Help/vLatest/en-us/mergedProjects/nvdsp/To_use_Digital_Vibrance_to_make_your_desktop_colors_richer.htm digital vibrance]) in your [https://www.pcgamingwiki.com/wiki/Category:Graphics_Adaptor GPU driver control panel] or from your digital [[displays|display]] OSD. Some of those things may cause color clipping, exposure issues (due to using excessive digital adjustments to image) and [[Input lag]]. It's recommended to avoid usage of color or excessive image options/filters. But you can use [[Displays|analog device/CRT]]'s OSD adjustments. Another proper option for this using the RTX Dynamic Vibrance option (See [[Shaders and filters#AI-powered filters]]) to avoid color crashing and top of that using a HDR device with [[High_dynamic_range#Inverse_tone_mapping|Inverse tone mapping]].
 
==RetroArch/Libretro==
RetroArch is able to stack shaders to create a combined effect. These complex effects are saved with a special extension:
===[https://forums.libretro.com/t/sonkun-s-crt-guest-advanced-slot-mask-presets-thread/39091 Sonkun’s crt-guest-advanced-hd presets]===
[[File:Sonkun megadrive.jpeg|thumb|298px|ntsc 2-phase preset Megadrive version]]A mix of basic crt attributes that invokes a nostalgic vibe with a modern twist, based on [https://forums.libretro.com/t/new-crt-shader-from-guest-crt-guest-advanced-updates/25444 @guest.<ref>r’s crt advanced hd and ntsc shader] combined with a variation of [https://wwwforums.youtubelibretro.com/watch?v=vDcmPpDUZwA YouTuber Retro Crisis has made a video showcasing Sonkun's presetst/dogways-grading-shader-slang/27148/442 @Dogway’s grade shader]</ref>.
3 shader preset folders for 3 monitor types: 1080p, 1440p and 4k so whichever monitor you have, you can choose the right shader resolution for your monitor type. Disclaimer - These presets were designed to be used on the these three resolution types [http://forumsonly.libretro.com/u/sonkun Sonkun] mentioned above only, not Not OLED, 720p or other random resolutions. If , if you use it on any type of display besides those 3 standard displays [http://forums.libretro.com/u/sonkun Sonkun] may not be able to help if you run into any issues. If they end up looking ok to you on your display regardless then game on.64 shader presets to choose from per folder with 3 different phosphor types for USA, Japan and PAL that come in both color temp and multiple cable types to choose from included (representing 4 cable types to choose from: rf, composite, s-video and rgb and 3 composite types to choose from: standard, artifacts and Megadrive rainbow. Also S-Video presets includes [https://github.com/Hyllian Hyllian]’s “sgenpt-mix multpass” shader to take care of checkerboard dithering and lite vertical line dithering)
64 shader presets Recommended to choose use with these shaders is rf/composite for all systems from per folder with 3 different phosphor types the 4th generation consoles and below (nes, snes, genesis, atari, turbografx etc.), s-video for 5th and 6th generation consoles (ps1, saturn, n64, dreamcast, ps2, gamecube) and rgb for arcade. Also for USANES cores Sonkun recommend changing the Palette setting. The two most popular cores are mesen and nestopia. For Mesen you should use the “Original Hardware (by FirebrandX)” setting, Japan for Nestopia use the “NTSC hardware FBx” setting as Sonkun composite presets were designed with those pallets settings. Also with Mesen you should change both the top and Pal bottom overscan settings to 8px to avoid harsh moire patterns on the screen. For Nintendo 64 mupen64plus-next core with Parallel-rdp settings enabled Sonkun also recommend changing the “crop overscan” setting to 8 to help reduce moire patterns that appear on the screen with that come in both warmsetting at default 0.
Multiple cable types to choose from===[https://forums.libretro.com/t/mega-bezel-reflection-shader-feedback-and-updates/25512 HSM's Mega Bezel]===[[File:HSM's mega bezel - intro.gif|thumb|298px|HSM's mega bezel intro animation (Can be customized and turned off)]]
Included are shader presets representing 4 cable types to choose fromThe Mega Bezel Project started back in July 2019 when developer [http: rf//forums.libretro.com/u/HyperspaceMadness HyperspaceMadness] was looking at experimental shaders creating real-time reflections on emulated display bezels. More than two years later, composite, sthe swiss-army-video and rgbknife of visual simulation to enhance the retro game experience is ready for players.<ref>[https://www.libretro.com/index.php/retroarch-introducing-the-mega-bezel/ RetroArch – Introducing the Mega Bezel Reflection Shader]</ref>
<small><div style="height:18em; width:500px; overflow:auto; border:2px solid black;">{| class="wikitable" style="text-align:center;"|-|* Auto-Generated Bezel around the tube area* Dynamic Reflections on the Bezel* Images can be added for background, LEDs, PVMs etc.* Easily scale the game screen, including integer scale* Crop edges of the the game image* Dual screen support for emulated systems like Nintendo 3DS (Emulated by Citra) or Nintendo DS (NDS)* And lots more* Also Runs on Xbox Series S, Xbox Series X and Steam Deck|}</div></small> ====Other notable presets for HSM project====These presets are tested and developed for use in conjunction with the HSM's Mega Bezel.[[File:Duimon's NGP-NGPC preset.jpeg|thumb|298px|Duimon's Neo Geo Pocket/Color preset]]*[httphttps://forums.libretro.com/ut/cyberlab-mega-bezel-death-to-pixels-shader-preset-pack/35606/sonkun Sonkun1 CyberLab Mega Bezel Death To Pixels] ('''Includes HDR supported "Megatron 4K HDR presets" [[#External_Links|which is heavily recommended]] created two different types of rfif you have a HDR supported 4K display.''')*[https://forums.libretro.com/t/thenamec-mega-bezel-packs-amiga-commodore-64-vic20-crtgaming-soon/composite connections31523 TheNamec Mega Bezel Packs Amiga, one for ntsc 2Commodore 64, VIC20, CRTgaming]*[https://github.com/Duimon/Duimon-Mega-Bezel#installation-phase and one for ntsc 3using-phase. Most systems used the 2-phase output but a few systems used the 3release-phase output as wellzip Duimon Mega Bezel Graphics]*[https://forums. libretro.com/t/zombs-mega-bezel-pack/39519 Zomb's Mega Bezel Pack]*[httphttps://forums.libretro.com/ut/sonkun Sonkunsoqueroeu-mega-bezel-tv-backgrounds/34301 SOQUEREU's Mega Bezel TV] created a list of the common retro systems on RetroArch to choose the right connection *[https://forums.libretro.com/t/p3st-s-overlays-for-mega-bezel-shader-arcade-tv-s-and-more/39263 P3st´s Overlays for the right system.Mega Bezel]
<small>Systems that used ===[https://forums.libretro.com/t/sony-megatron-colour-video-monitor/36109 Sony Megatron (HDR)]===These presets/shaders are intended to rely heavily on the ntsc 2[https://www.rtings.com/monitor/tests/picture-quality/peak-phase output:brightness#our-tests luminance performance] of your display rather than the performance of your graphics card. As such you will need a bright display preferably DisplayHDR 600 but some SDR screens do get bright enough in particular laptop screens. A DisplayHDR 1000 display will really have the head room to cope with some of the hgher end PVM’s etc.
*Amstrad GX4000*Atari 5200*Atari 7800*Atari Jaguar===[https://CD*Commodore CDTV*Commodore Amgia CD32*Fairchild Channel F*Magnavox Odyssey 2*Mattel Intellivision*Nintendo 64github.com/DD*Nintendo GameCube*NEC PC Engine(Turbo Grafx)RetroCrisis/CD*NEC SuperGrafx*Panasonic 3DO*Philips CDRetro-Crisis-GDV-NTSC Retro-Crisis-GDV-i*SNK Neo Geo AES*SNK Neo Geo CD*Sega Megadrive(Genesis)/CD/32X*Sega Dreamcast*Sega Pico*Sega Saturn*Sony PlayStationNTSC]===*Sony PlayStation 2It is based on Guest Advanced NTSC shader, which is authored by Guest R. All the presets were configured in sRGB at 4K display resolution on a 20" screen. Presets could potentially look worse on larger screens in some instances.
Systems that used the ntsc 3[[File:Koko-aio-monitor-Commodore 1084S-phase output:Night.jpeg|thumb|298px|Koko-aio's Commodore 1084S monitor (Night)]]
*Atari 2600*ColecoVision*Nintendo Famicom===[https://forums.libretro.com/t/koko-aio-shader-discussions-and-updates/Nintendo Entertainment System*Sega Master System*Sega SG38455 Koko-1000aio]===*Super FamicomOne of the main goal of this one is to be usable on integrated GPUs. Granted, don’t expect it to run on a Raspberry pi, but the actual target is Intel Haswell, the one on which [http://forums.libretro.com/u/Super Nintendo Entertainment System<kokoko3k kokoko3k] develop it, where it perform with all the features enabled, when dealing with 240p content, on 1080p at resolution ad about 85/small>90fps.
Only a few systems used the 3Koko-aio is meant to be an all-phase output but in one package. It can be configured with many parameters, so that output produced a different diagonal dithering color/artifact effect can be scaled to run on the screen for those specific systems that the 2-phase output didn’t and [http://forumseven on modest gpus while still developed to run with heavier presets on at least Haswell+ iGPUs (as in version 3.libretro5, it reaches about 85fps with all features enabled When dealing with lowres content on 1920x1080 resolution).com/u/sonkun Sonkun] wanted While it is not meant to recreate those outputs with these two types simulate the internal behaviour of ntsc shader presetsCRT displays, it aims to give users "visual" parameters to make their monitors look similar.
<small><div style="height:25em; width:500px; overflow:auto; border:2px solid black;">{| class="wikitable" style="text-align:center;"! scope="col"|Features|-|* Scanlines* Screenlines* RGB phosphors* RGB deconvergence* NTSC/PAL CVBS color bleeding* Aperture grille and slot mask.* Input signal glowing* Output signal glowing* Blooming* Gamma, contrast, saturation, luminance, color temperature adjustments* Black frame insertions through alternate blanking* Interlace flickering, forcing and emulation* Antialiasing* Curvature* Ambient lights* Vignette and Spotlight* Bezel (Thanks to [httphttps://forums.libretrogithub.com/uHyperspaceMadness/sonkun SonkunHyperspaceMadness] also created a rf)* Background images* Full screen glowing* 3D rotation/composite ntsc 2-phase preset strictly tilt* Integer scaling* Background image Night mode* Support for backdrop images for MegadriveBW game/Genesis CABs that recreates the accurate rainbow dithering effects so you have two options for rfuse mirrors* NTSC emulation with selective artifacts smoothing* Temporal bloom* RF Noise* Dot matrix display emulation with grid, shadow and motion blur (gameboy mono)* Monochrome display “colorization”* TATE mode|}</composite ditheringdiv></rainbows that you can choose from.small>
===[https://github.com/estefan3112/koko-aio-slang Koko-aio fork for Arcade Artwork]===[[File:Estefan3112's Koko-aio fork for Arcade Artworks.png|thumb|298px|Koko-aio fork for Arcade Artwork with HDR]]Repository for game-specific Arcade Artworks by using the [[#Koko-aio|Koko-aio]] slang presets.
Successfully tested under MacOS, Windows and iPadOS. Currently the [[#Koko-aio|Koko-aio]] presets provides superior performance on all reasonably powered desktops (including Macs), while providing enhanced shader functions, including bezel reflections, halo/glow effects and many more. It embeds game-specific artwork seamlessly and scales according to resolution. The [[#Koko-aio|koko-aio]] presets is currently under steady development, thus it is a clear aim to stay in line with the upstream changes. Main source of this artwork comes from John Merrit, who set a benchmark for realistic arcade artwork. Version 0.2 and following releases see the inclusion of some breathtaking 4K artwork provided by Ars Invictus as well. Release 0.3 contains 52 new game-specific presets. With release 0.4 (WIP), [https://github.com/estefan3112 estefan3112] would like to nightify all presets to the extent required. 0.4 release will also see usage of the new ambilight functionalities. See the list of new game presets in the each [https://github.com/estefan3112/koko-aio-slang/releases release notes]. ===Overlay/Bezel packages===These overlay/bezel packs shouldn't be confused with shader presets above. Most of these packs only comes with overlay and config files (.cfg and .png files) for 'RetroArch/config/mame or FinalBurn Neo' and 'RetroArch/overlays/arcade' directories. *[https://forums.launchbox-app.com/profile/88501-mr-retrolust/content/?type=downloads_file&change_section=1 Mr. RetroLust's Lights Off]*[https://forums.libretro.com/t/mega4k-vertical-overlay-community-contributions/25247 ArsInvictus 4K Vertical Overlays]*[https://retropie.org.uk/forum/topic/24427/my-bezelrealistic-reflectionarcade-shaderoverlays-feedbackfor-andretroarch-updatescollection Orionsangel's Realistic Arcade Overlays]::<small>[https://www.youtube.com/25512 HSMwatch?v=kxalOc78xws Most of Orionsangel's Mega Bezelbezels in one large pack (link in the description)]</small> ==[https://forums.libretro.com/t/back-ups-arcade/40172 Back-Ups Arcade]==[[File:HSM's mega bezel - introMaxresdefault.gifjpg|thumb|298px|Back-Ups Arcade's VS SMB overlay]]A [[Frontends|frontend]] that showcase’s various overlays with HSM's mega bezel shader preset and much more by [http://forums.libretro.com/u/Boz1978 Boz1978]. He's aim was to make a AIO software package that seamlessly transitions between game selection and game with no ugly loading screens. <small><div style="height:20em; width:500px; overflow:auto; border:2px solid black;">{| class="wikitable" style="text-align:center;"! scope="col"|Features|-|* Demo Screen: Informative intro animation video featuring the amazing [https://www.youtube.com/watch?v=PtZwqLoFgd8&t=8s Frank George]!* Custom Controllers: Per game Xbox controllers and control schemes.* Smoking Options: Choose your smoking preference.* Screen Saver: From the amazing [https://www.tasvisuals.com/ TAS Visuals].* Overlays: From [https://forums.launchbox-app.com/topic/52435-mr-retrolusts-mame-4k-lights-out-realistic-bezels/ Mr Retrolust], [https://forums.libretro.com/t/my-realistic-arcade-bezels/10604 Orion’s Angel], [https://forums.libretro.com/t/4k-vertical-overlay-community-contributions/25247 Arsinvictus] and [http://forums.libretro.com/u/Boz1978 Boz1978] himself.* Shaders: From Libretro’s very own amazing [[#HSM.27s_Mega_Bezel|HyperspaceMadness & HSM]].* Music Player: Very awesome tracklist thanks to my works apprentice Mikey.* Music Player (Can be customized In Game): Lets you play music or ambient arcade sounds while in-game!* Fade Screens: Each game has a matching fade screen so you never leave your cab!* Loading Animations: Per game animated loading animations and sounds.* Animated Controllers: Based on the amazing [https://forums.libretro.com/t/super-nintendo-animated-border-update/38358 Fercho]’s animated overlays.|}</div></small> Back-Ups Arcade relies of three pieces of software to make it work:* Attract Mode Plus: The front end.* RetroArch: The back end.* RocketLauncher: The intermediary software used for game fades and pause menu. '''For more information;'''{{Main|Frontend}} ==[https://reshade.me/#download ReShade]==ReShade is a '''generic post-processing injector''' for games and video software developed by [https://github.com/crosire crosire]. Similar to libretro, shader effects are saved with a special extension: ".fx", and again similar to libretro you can tweak them to fit your needs or create your own custom preset. '''For preset file location look for ReShade.ini and "CurrentPresetPath=", and turned offit will tell you the location'''. Latest [[Duckstation]] release builds comes with [[PlayStation_emulators#Enhancements|ReShade .fx shader support]]. ====[https://github.com/MajorPainTheCactus/SonyMegatron-ReShade Sony Megatron ReShade Port (HDR)]====:For using this preset you need [[#Notable_shaders_for_using_with_ReShade_Presets|AutoHDR]]add-on for ReShade.
* Auto====[https://forums.libretro.com/t/cyberlab-mega-bezel-death-to-pixels-shader-Generated Bezel around the tube area* Dynamic Reflections on the Bezel* Images can be added for background, LEDs, PVMs :wink: etc* Easily scale the game screen, including integer scale* Crop edges of the the game image* Dual screen support for emulated systems like Nintendo 3DS (Emulated by Citra) or Nintendo DS (NDS)* And lots more :slight_smile:* Also Runs on Xbox Series S, Xbox Series X and Steam Deckpreset-pack/35606/648 CyberLab ReShade Death To Pixels Shader Preset Pack]====
===<abbr title="These presets are tested and developed for use in conjunction with the HSM[https://disk.yandex.ru/d/JO3NUIa0r1X45w Vasiliy.M.'s Mega Bezel">HSM's Mega Bezel - Extra</abbr>PCSX2 CRT]========:<small>[https://forumsyoutu.libretro.combe/dpSi5yn2emY?t=18 Demonstration]</cyberlab-mega-bezel-death-to-pixels-shader-preset-pack/35606/1 CyberLab Mega Bezel Death To Pixels]====small>
====[https://forumsgithub.libretrocom/frankschoeman/kyubus-shader kyubus Retro CRT]====:<small>[https://www.youtube.com/t@kyubus7814/videos Demonstration]</thenamecsmall>::Kyubus Retro CRT is a collection of Reshade and RetroArch retro CRT presets using existing shaders such as [[CRT_shaders#CRT-megaGuest-bezelAdvanced|CRT-packsGuest]], [[CRT_shaders#CRT-Royale|CRT-Royale]] and [[CRT_shaders#CRT-amigaLottes|CRT-commodoreLottes]]. ::These presets are mainly developed on a monitor resolution of 1440p but presets for 1080p and 4k monitors are included.::To make the lower resolution shader display correctly RetroArch (or any emulator) integer scaling needs to be switched ON (Settings>video>scaling). GaussianBlur, LumaSharpen and Deband(range) are probably the first parameters you might want to adjust depending on the resolution of the content and your preferences. [https://github.com/frankschoeman frankschoeman] also recommend trying RetroArch shaders underneath such as "/xbr/super-64xbr-vic20fast.slangp"(Set Input and Output gamma to 1.0 in shader parameters) and "/cubic/catmull-crtgamingrom-soonfast.slangp". In case those aren't available [https://31523 TheNamec Mega Bezel Packs Amiga, Commodore 64, VIC20, CRTgaminggithub.com/frankschoeman frankschoeman]====suggest setting the preset to one where GaussianBlur is enabled.
====[https://github1drv.comms/Duimonu/Duimons!Akfc1OCPWC-Mega-Bezel#installation-using-the-release-zip Duimon Mega Bezel Graphicssg9BB3R1LG2SjK66Cvg?e=nxVGTe AirCon's Retro CRT]====:<small>[https://www.youtube.com/watch?v=wp_ha411BgY Demonstration]</small>::Mimics blurry, lightbleeding, uncalibrated inexpensive 8~90's CRT.
====[https://forums.libretro.com/t/zombs-mega-bezel-pack/39519 Zomb's Mega Bezel Pack]Notable shaders for using with ReShade Presets====See [[Shaders_and_filters#Notable_ReShade_shaders|this section]].
----==Special K==See [https://www.pcgamingwiki.com/wiki/Special_K PCGamingWiki: Special K page].
==[https://github.com/mausimus/ShaderGlass/releases ShaderGlass]==[[File:Librashader ShaderGlass demonstration.png|thumb|298px|Librashader ShaderGlass demonstration]]Overlay for running GPU shaders on top of Windows desktop (similar to [[#WindowCast_for_Libretro|WindowCast for Libretro]]).
<small><div style="height:19em; width:900px; overflow:auto; border:2px solid black;">{| class="wikitable" style="text-align:center;"! scope="col"|[https://forums.libretrogithub.com/tmausimus/official-release-thread-for-windowcast-core/40464 WindowCast for LibretroShaderGlass#features Features]===WindowCast for Libretro/libretro|-wincapture (formerly WGC Window Capture) Libretro core to capture the contents |*applies shader effects on top of another any window for video processing. This is usefulon the desktop*includes RetroArch shader library covering: CRT monitor simulation, image upscaling, TV / VHS simulation, for saysoftening, capturing the output of a standalone emulator (like xemudenoising, Dolphin standaloneblur, RPCS3 or PCSX2 nightlies) or a PC game running in a window sharpen and then processing it many more*works with RetroArch's shader stack. This core uses software blitmost emulators, retro platforms and should support running with any RetroArch video driver pixel art editors including: [[POS_(vulkanPong_Consoles)_CPUs_and_Other_Chips#x86_CPUs|DOSBox forks]], d3d11[[xemu]], gl[[PCSX2]], [[FS-UAE]], [[Altirra]], [[ScummVM]], [[VICE]] etc). However, the method used *excellent companion for window capture is Windows 10/11 specific pixel art drawing showing shaded and requires a Direct3D 10/11 capable GPU. Audio or input is not handledaspect-ratio corrected preview*you can even use it on top of YouTube, Twitch or modern games*saving and it is expected that the game will loading profiles*multiple operating modes, including borderless fullscreen*can be running in the background.captured by OBS (using Game Capture source)|}</div></small>
===[https[File://snowflakepoweUsing VMware_and_WindowCast_libretro_core_with_Duimon_DOSBox_preset.redjpeg|thumb|298px|Using [[Windows_2000/blogXP/introducing-librashader-2023-01-14/ LibrashaderVista_emulators|VMware]]===librashader is a complete reimplementation of the RetroArch slang shader pipeline that allows standalone emulators to easily and optionally implement support for RetroArch-style shaders and shader presets.[[#WindowCast_for_Libretro|WindowCast libretro core]] with [[#Other_notable_presets_for_HSM_project|Duimon DOSBox preset]]]]
==ReShade[https://forums.libretro.com/t/official-release-thread-for-windowcast-core/40464 WindowCast for Libretro]==ReShade WindowCast for Libretro/libretro-wincapture (formerly WGC Window Capture) Libretro core to capture the contents of another window for video processing. This is useful, for say, capturing the output of a standalone emulator that doesn'''generic post-processing injector''' for games and video software developed by t have advanced pp shader implementation (like xemu, [[GameCube_emulators#Enhancements|Dolphin]], PCSX2[https://github.com/crosire crosirePCSX2/pcsx2/pull/7498#issue-1466652311 *]) or a PC game running in a window and then processing it with RetroArch's shader stack. Similar [[#WindowCast for Libretro|WindowCast for Libretro]], [[#ReShade|ReShade]] or [[#ShaderGlass|ShaderGlass]] are the only decent way to libretro, do this if the emulator doesn't have any advanced pp shader effects are saved with a special extension:implementation.
This core uses software blit, and should support running with any RetroArch video driver (vulkan, d3d11, gl, etc).fx'''h''' However, the method used for '''fx'''window capture is Windows 10/11 specific and requires a Direct3D 10/11 capable GPU. Audio or input is not handled, and it is expected that the game will be running in the background.
And again similar to libretro you can tweak them to fit your needs or create your own custom preset[[File:Librashader demonstration. '''For preset file location look for ReShadepng|thumb|148px|Librashader demonstration]]==[https://snowflakepowe.ini red/blog/introducing-librashader-2023-01-14/ Librashader]==Librashader is a complete reimplementation of the RetroArch slang shader pipeline that allows standalone emulators to easily and "CurrentPresetPath=", optionally implement support for RetroArch-style shaders and it will tell you the location'''shader presets.
===This effort is a complete reimplementation of a shader pipeline that should be compatible with all shaders in [https://www.patreongithub.com/mcflypg Pascal Gilcher's <abbr title="Screenlibretro/slang-shaders slang-Space Ray Traced Global Illumination shaders], including the preset parser, the shader">RTGI</abbr>] ($)===Developed by [https://twitter.com/mcflypg Pascal "Marty McFly" Gilcher]preprocessor, RTGI & Screenand SPIR-Space Ray Traced Global Illumination is an upcoming shader V translation, as well as runtime implementations for ReShade which make use of Path Tracing to bring Real Time Global Illumination to every gamesDirect3D 11, OpenGL, and Vulkan. Global Illumination is certainly To be clear, librashader does not something new for games “rip out” the shader parts of RetroArch and just repackage it up, but unlike conventional Baked / Precomputed Realtime GI, Marty McFly's Path Traced solution can provide is a complete reimplementation with a way more realistic and physically correct Global Illumination for every games.<ref>[https://wwwdocs.youtube.comrs/librashader/latest/librashader/watch?v=ZOPgXRZSvzQ Ray Tracing Revolution's video about RTGIfully documented Rust API]</ref>that exposes every part of the pipeline.
'''Reshade needs :You can find [https://wwwgithub.youtubecom/SnowflakePowered/librashader librashader on GitHub].:Reddit thread: [https://old.reddit.com/watchr/emulation/comments/17tgpqf/has_there_been_any_interest_in_librashader_support/ Has there been any interest in librashader support?v=zMceMD9OzIE depth buffer access] ::with v137 version, [[Ares]] emulator integrated librashader support thanks to make the RTGI shader work properly'''[https://github.com/ares-emulator/ares/pull/1397 this pull request].
==Future==
[[File:EmuVR rooms.gif|thumb|298px|EmuVR rooms]]
Already here thanks to Virtual Reality game room simulation projects. A VR game room simulation provides a simulated virtual [https://www.emuvr.net/wiki/Customization#Posters customizable] game room; within that room there are cartridges, CD/DVDs and VHS tapes with [https://docs.google.com/spreadsheets/d/1RdMTzZhVW811lTHfKmAZvux2Z_tLdwU4PazVHytpLXg/edit#gid=604246325 artworks(CD/DVD covers, cartridge/VHS labels etc.)], arcade machines, VCD/DVD/VHS player, personal computers or home consoles connected to ordinary 2d virtual CRT screens that the user can interact with as they would a real-life TV.
{{Main|Virtual_reality#VR_game_room_simulations}}
*[https://www.youtube.com/watch?v=otNKBqxOLPE EmuVR with <abbr title="Screen-Space Ray Traced Global Illumination shader">RTGI</abbr> example demonstration #1]
*[https://www.youtube.com/watch?v=snBg45ES-II EmuVR with <abbr title="Screen-Space Ray Traced Global Illumination shader">RTGI</abbr> example demonstration #2]
 
==See also==
*[[CRT_shaders|CRT shaders]]
*[[Shaders_and_filters|Shaders and filters]]
*[[NTSC_filters|NTSC filters]]
*[[High dynamic range]] (HDR)
==External Links==
*[https://forums.libretro.com/c/retroarch-additions/retroarch-shaders RetroArch Additions - Shaders]
*[https://reshade.me/forum/shader-discussion/6140-reshade-shaders-repository-index Reshade Shaders Repository Index]
*[https://thingsiplay.game.blog/2022/10/04/discovering-sonkuns-crt-guest-advanced-ntsc-slot-mask-presets/ thingsiplay's article on sonkun's preset pack]*[https://www.youtube.com/watch?v=OIagIphxSwg "Integrum Retro's video about " showcasing shader presets and overlays]*"Retro Crisis" showcasing [https://www.youtube.com/watch?v=vDcmPpDUZwA Sonkun's presets], [https://www.youtube.com/watch?v=rEcUOEK8j3c Sonkun's NEW presets with new guest.r shaders], [https://www.youtube.com/watch?v=qhjXeo6e44Q CyberLab's NEW version of CRT-Royale], [https://www.youtube.com/watch?v=VghduLw79-E CyberLab Megatron 4K HDR], [https://emulationwww.gametechwikiyoutube.com/indexwatch?v=yNmJ0n-QMCY CyberLab's NEW Megatron presets for Death To Pixels Shader preset packs], [https://www.phpyoutube.com/Talkwatch?v=_oM1SCv48-E Retro-Crisis-GDV-NTSC NEW PlayStation presets] and podcasts with [https:Shaders_and_filters#Section_for_presets//www.3F WIPyoutube.com/watch?v=9jtpXtJbRps Hyperspace Madness - Creator of Mega Bezel] and [https://www.youtube.com/watch?v=hu3mtPbfMTk CyberLab - Creator of Mega Bezel Death To Pixels Shader Preset Pack]*[https://forums.libretro.com/t/please-show-off-what-crt-shaders-can-do/19193?page=303 libretro forum: what crt shaders can do]
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[[Category:Shaders/Filters]]
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