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Shaders and filters

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Shaders and filters can be applied to video games to enhance visuals or achieve some kind of visual effect. These can be from attempting to replicate [[Display FAQ|aperture grille]] displays, NTSC signals, or something more exotic. Visit the [[List_of_shaders_and_filters |List of shaders and filters]] page for more examples.
==Emulator support==
|.slv/.slf, .vp/.fp
|Requires Pete's OpenGL2 or gpuBladeSoft.
|-
| style="text-align: center;"|[[DuckStation]]
| .glsl, .fx
|
|-
| style="text-align: center;"|[[PCSX2]]
|GLSL equiv. of cgp - possible to stack several shaders with this.
|}
 
;Before diving in;
;*Some of the shaders and filters listed below are already included in the chain for some of the [[Shader Presets]] or present as an 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]) from [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 [[#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]].
==Types==
{{Main|List of shaders and filters}}
[[File:Crt-geom.png|thumb|190px|crt-geom-flat.cg, a popular CRT shader.]]
===CRT Shaders===
These software filters replicate the signals that consoles output to the TV. They vary in quality, with the lowest quality being RF, then composite, then S-Video, and then RGB (SCART) being the highest quality. Many emulators have blargg's NTSC filter libraries<ref name="blargg">http://slack.net/~ant/libs/ntsc.html</ref> built into them. They can also be separately downloaded in filter plugin format.
===LCD Shaders===
[[File:Lcd-grid.png|thumb|256px|cgwg's lcd-grid-v2 shader with GBA colors.]]
These replicate the look of a low-resolution LCD common on handhelds. These can range from a simple grid drawn around the pixels to a detailed recreation of each pixel's RGB subpixels. May also include motion blurring to simulate ghosting and washed out color gamuts.
===Game Boy ShaderHandhelds===[[File:GbThese shaders replicate the visuals of the Dot matrix and LCD displays of older handhelds and their specific artifacts in comparison to newer screens.png|thumb|189px|GameBoy Shader with default palette. Other palettes are available.]]
This For LCDs these replicate the look of a low-resolution LCD common on handhelds. These can range from a simple grid drawn around the pixels to a detailed recreation of each pixel's RGB subpixels. May also include motion blurring to simulate ghosting and washed out color gamuts.[[File:Dot.png|thumb|right|[https://github.com/libretro/common-shaders/blob/master/handheld/dot.cg dot.cg]]][[File:Lcd.png|thumb|left|[https://github.com/libretro/common-shaders/tree/master/handheld/lcd-shader lcd]]][[File:Lcd3x.cgp png|thumb|centre|[https://github.com/libretro/common-shaders/blob/master/handheld/lcd3x.cg lcd3x.cg]]][[File:Lcd-grid.png|thumb|left|256px|cgwg's lcd-grid-v2 shader with GBA colors.]][[File:Gb.png|thumb|189px|right|GameBoy Shader with default palette. Other palettes are available.]][[File:Gameboy.png|thumb|centre|[https://github.com/libretro/common-shaders/tree/master/handheld/gameboy Gameboy], replicates the dot matrix screen of a Game Boy, complete with the ghosting problems to reproduce certain visual effects. Made by Harlequin. Requires [[RetroArch]].]]
===Smoothing shaders===
These shaders, such as 2xSai, Super Eagle, Super 2xSai, scaleX, HQx, xBR and xBRZ attempt to reduce the pixelation by smoothing and rounding. They can cause a lot of false positives and distortions, however, scaling the image 2x or 3x using nearest neighbor, then applying the smoothing shader will reduce the intensity of the smoothing by keeping the pixel shapes intact, eliminating most distortions while keeping a fairly smooth look.
====Lanczos====
[https://github.com/libretro/common-shaders/blob/master/lanczos/lanczos4.cg lanczos4.cg], [https://github.com/libretro/common-shaders/blob/master/lanczos/lanczos6.cg lanczos6.cg], [https://github.com/libretro/common-shaders/blob/master/lanczos/lanczos12.cg laczos12.cg], [https://github.com/libretro/common-shaders/blob/master/lanczos/lanczos16.cg laczos16.cg]
[[File:Lanczos12.png|thumb|right|200px|lanczos12.cg]][[File:Lanczos4.png|thumb|left|200px|lanczos4.cg]][[File:Lanczos6.png|thumb|centre|200px|lanczos6.cg]]
[[File:Lanczos16.png|thumb|centre|200px|lanczos16.cg]]
====Bicubic====
Enlarges images by calculating the colour values of new pixels based on a weighted average of neighbouring pixels in the original image. Popular for its ability to produce smooth, high-quality results when resizing images, especially when significant upscaling is required.
{| class="wikitable"
! scope="col" style="text-align: center;"|Name
! scope="col" style="text-align: center;"|Image
! scope="col" style="text-align: center;"|
Description
|-
| style="text-align: center;"|[https://github.com/libretro/common-shaders/blob/master/bicubic/bicubic-fast.cg bicubic-fast.cg]
| style="text-align: center;"|
| style="text-align: center;"|
|-
| style="text-align: center;"|[https://github.com/libretro/common-shaders/blob/master/bicubic/bicubic-normal.cg bicubic-normal.cg]
| style="text-align: center;"|
| style="text-align: center;"|
|-
| style="text-align: center;"|[https://github.com/libretro/common-shaders/blob/master/bicubic/bicubic-sharp.cg bicubic-sharp.cg]
| style="text-align: center;"|
| style="text-align: center;"|
|-
| style="text-align: center;"|[https://github.com/libretro/common-shaders/blob/master/bicubic/bicubic-sharper.cg bicubic-sharper.cg]
| style="text-align: center;"|
| style="text-align: center;"|
|}
====DDT====
Data-Dependent Triangulation Shaders look at the square plane formed by the four nearest neighbours (a basic image resizing technique that assigns each pixel in the resized image the colour value of the nearest pixel in the original image). They divide the square plane into two triangular planes. The pixels are bilinearly interpolated using only the three points of the triangles to which they belong.
[[File:Ddt-waterpaint.png|thumb|left|[https://github.com/libretro/common-shaders/blob/master/ddt/ddt-waterpaint.cg ddt-waterpaint.cg]]][[File:Ddt.png|thumb|right|[https://github.com/libretro/common-shaders/blob/master/ddt/ddt.cg ddt.cg]]][[File:Ddt-extended.png|thumb|centre|[https://github.com/libretro/common-shaders/blob/master/ddt/ddt-extended.cg ddt-extended.cg]]]
====Hqx====
("hq" stands for "high quality" and "x" for magnification) is a pixel art scaling algorithm developed by Maxim Stepin and used in emulators such as Nestopia, bsnes, ZSNES, Snes9x, FCE Ultra and many more. There are 3 hqx filters: hq2x, hq3x and hq4x, which scale by a factor of 2, 3 and 4 respectively.
[[File:Hq2x.png|thumb|left|[https://github.com/libretro/common-shaders/blob/master/hqx/hq2x.cg hq2x.cg]]][[File:Hq4x.png|thumb|right|[https://github.com/libretro/common-shaders/blob/master/hqx/hq4x.cg hq4x.cg]]]
====Eagle====
[[File:Super-eagle.png|thumb|right|[https://github.com/libretro/common-shaders/blob/master/eagle/super-eagle.cg super-eagle.cg]]]
===Dithering===
{{Main|Dithering#Shaders}}
A technique used to increase the amount of colour and shading that can be produced on a system. The effect is achieved by using lines or dots which are then blurred by the low quality NTSC signals (composite or RF) used by the system.
===Anti-aliasing===
A graphics rendering technique used to reduce or eliminate jagged or stepped edges (aliasing artefacts). It works by applying various methods such as super-sampling, multi-sampling, or post-processing filters to improve the smoothness and visual quality of the image, particularly when displaying diagonal lines, curves, or fine details.
These are [[File:Advanced-aa.png|thumb|left|200px|[https://github.com/libretro/common-shaders designed to detect and smooth /blob/master/anti-aliasing/advanced-aa.cg advanced-aa.cg]]][[File:Fx-aa.png|thumb|right|200px|[ditheringhttps://github.com/libretro/common-shaders/blob/master/anti-aliasing/fx-aa.cg fx-aa.cg]]][[File:Fxaa-edge-detect. png|centre|thumb|200px|[https://github.com/libretro/common-shaders/treeblob/master/dithering mdaptanti-aliasing/fxaa-edge-detect.cg fxaa-edge-detect.cg]]] is a popular one[[File:Reverse-aa.png|thumb|centre|200px|[https://github.com/libretro/common-shaders/blob/master/anti-aliasing/reverse-aa. There is also a newer gdaptcg reverse-aa.cg]]]
===Pixellate===
[[File:Pixellate.png|thumb|200px]]
This shader is supposed to appear the same as the nearest neighbor (aka "unfiltered"), except with minor corrections when using a non-integer scale that is increasingly less noticeable the higher it is scaled. This shader is useful to anyone who wants to keep things as sharp as possible without worrying about scale factors. Available in [https://github.com/hizzlekizzle/quark-shaders/tree/master/Pixellate.shader Quark] and [https://github.com/libretro/common-shaders/blob/master/retro/shaders/pixellate.cg Cg] shader formats. A newer alternative that does the same thing (but may give sharper results) is the sharp-bilinear shader, which prescales the image to a high resolution, then downscales using bilinear scaling.
===Auto-box===
[[File:Box-max.png|thumb|left|200px|[https://github.com/libretro/common-shaders/blob/master/auto-box/box-max.cg box-max.cg]]]
[[File:Sharpen-lighter-box.png|thumb|right|200px|[https://github.com/libretro/common-shaders/blob/master/auto-box/sharpen-lighter-box.cg sharpen-lighter-box.cg]]]
This shader is supposed to appear Shaders that scale the same as the nearest neighbor (aka "unfiltered"), except with minor corrections when using a non-integer scale that is increasingly less noticeable image within the higher it is scaledviewport. This shader is can be useful to anyone who wants to keep things as sharp as possible without worrying about scale factors. Available in [https://github.com/hizzlekizzle/quark-shaders/tree/master/Pixellate.shader Quark] and [https://github.com/libretro/common-shaders/blob/master/retro/shaders/pixellate.cg Cg] shader formats. A newer alternative that does the same thing (but may give sharper results) is the sharp-bilinear shaderfor ensuring a certain quality of scaling, which prescales often with the image to a high resolution, then downscales using bilinear intention of applying other effects on top that are picky about scaling.
===Border===
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.
 
:See [[High_dynamic_range#Inverse_tone_mapping|this page]] for Inverse tone mapping.
==Shaders on real CRTs==
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.
 
==AI-powered filters==
:[https://www.nvidia.com/en-us/software/nvidia-app/ New Nvidia app features AI-powered filters]
:[https://www.nvidia.com/en-us/geforce/news/gfecnt/nvidia-freestyle-ansel-enhancements-geforce-experience-article/ Nvidia FreeStyle]
:[https://nvidia.custhelp.com/app/answers/detail/a_id/5521/~/nvidia-app-beta-faq What are the requirements to enable RTX Dynamic Vibrance?]
AI-powered filters are a new technology with the potential to further improve the emulation experience. These filters use machine learning to automatically enhance the visuals of content. Nvidia recently release their new Nvidia App[https://www.nvidia.com/en-us/software/nvidia-app/] which comes with new AI-powered filters called "Nvidia FreeStyle", one of the filters is RTX Dynamic Vibrance which is an AI-powered dynamic image enhancement without crashing colors. AI-powered filters offer exciting possibilities for the future of emulation. As the technology matures, expect even more advanced features and use cases to emerge, further improving the way we experience various content such as classic video games.
==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://youtu.be/6C_NuhBVdXc depth buffer correctly configured] if you want to use them. See [https://reshade.me/forum/general-discussion/5442-release-misc-emulators-with-depth-buffer-access this thread] for using reshade and depth buffer access for emulators. ;[https://www.martysmods.com/rtgi/ Pascal Gilcher's RTGI shader] ($):Developed by [https://twitter.com/mcflypg Pascal "Marty McFly" Gilcher], RTGI & '''Screen-Space''' Ray Traced Global Illumination is a shader for ReShade which make use of Path Tracing to bring Real Time Global Illumination to every game. Global Illumination is certainly not something new for games, but unlike conventional Baked / Precomputed Realtime GI, Marty McFly's Path Traced solution can provide a way more realistic and physically correct Global Illumination for every game.:[https://www.youtube.com/watch?v=zMceMD9OzIE depth buffer correctly configuredZOPgXRZSvzQ Ray Tracing Revolution's video about RTGI] ;[https://www.martysmods.com/regrade/ qUINT ReGrade] if you want ($):Many shaders for ReShade are designed to apply specific color adjustments similar to industry standard software like Adobe Lightroom or DaVinci Resolve. A common approach in ReShade presets is to use many of these color adjustments at once to achieve their look. LUTs (Look-up Tables) are a cheap and simple way of changing the colours of your game without having to rely on a huge stack of shaders that eats at your performance. You can use themto make in-game colours look more natural (colour correction), or give your game a certain stylised look (colour grading) :;[https://framedsc.com/ReshadeGuides/lutgenguide.htm qUINT Lightroom]::Free alternative to qUINT ReGrade, but qUINT ReGrade recommended instead of this one. ;[https://www.martysmods.com/solaris/ qUINT Solaris] ($):Solaris is a physically based exposure and bloom solution. Together with ReGrade, they replicate the journey of light into the camera, onto the sensor and through the editing software. It uses various tricks to generate a physically plausible glow effect around bright light sources with very little performance overhead. It also supports masking objects by depth for better scene integration and make it look natural. For best practices, only use Solaris to adjust the scene brightness so ReGrade receives a well-balanced image to work with.
;[https://www.patreonmartysmods.com/mcflypg Pascal Gilcher's RTGI shaderphysical-depth-of-field/ qUINT Physical DOF] ($):Developed by [https://twitterGames use a pinhole lens camera model to render their images.com/mcflypg Pascal "Marty McFly" Gilcher]As such, they do not exhibit the same visual effects seen in real cameras, RTGI & '''Screenand effects exclusive to those have to be artificially reintroduced. A Depth of Field (or DOF) filter simulates the blurring of out-Space''' Ray Traced Global Illumination is an upcoming shader for ReShade which make use of Path Tracing to bring Real Time Global Illumination to every games-focus areas in the image. Global Illumination is certainly not something new for games but unlike conventional Baked / Precomputed Realtime GIIn a real camera, many factors influence the appearance of the DOF blur, or so-called “Bokeh”, Marty McFly's Path Traced solution can provide a way more realistic which photographers and physically correct Global Illumination for every gamefilmmakers use extensively as an artistic tool.::[https://wwwThis physical Depth of Field shader recreates this effect as faithfully as possible.youtube.com/watch?v=ZOPgXRZSvzQ Ray Tracing Revolution's video about RTGI]
;[https://framedscwww.martysmods.com/ReshadeGuidesclarity/lutgenguide.htm qUINT lightroomClarity]($):LUTs (Look-up Tables) Effects like unsharp mask are designed to sharpen or soften the image in a cheap wider range, to enhance medium-sized details in the image and simple way give the content some grip. The balanced, yet contrasty look of changing movie posters and magazine covers is quite often partially achieved through this effect. Much research is going into the colours type of your game without having filters that enhance local contrast, from the most basic unsharp mask to rely on a huge stack state of shaders that eats at your performancethe art “Local Laplacian” filtering. You can use them Using this effect in realtime on video games allows to make in-game colours look more natural (colour correction)give blurry textures some bite, enhance the overall contrast of a scene or produce some pseudo Depth of Field effect to give your game a certain stylised look (colour grading)the scene some depth. Clarity contains 2 different types of image enhancements, which can be used together.
;[https://gist.github.com/martymcmodding/69c775f844124ec2c71c37541801c053 ReShade-Optical-Flow qUINT Motion EstimationOptical Flow]:Injecting TAA and per-object motion blurs into [[Wikipedia:Motion_estimation#Related_terms|Optical Flow]] for gamesin realtime. [https:The nature of optical flow is to detect//twittercompare changes between frames over time, and then it gives us the motion vector in pixel color like flow map or normal map.com/Dachsjaeger/status/1566850012163735552 Demonstration]
;[https://gist.github.com/martymcmodding/69c775f844124ec2c71c37541801c053 qUINTMotion Estimation]::[[Wikipedia:Motion_estimation#Related_terms|Motion estimation]] for games in realtime. Useful for Injecting TAA and per-object motion blurs into games [https:/blob/mastertwitter.com/ShadersDachsjaeger/qUINT_mxaostatus/1566850012163735552 (Demonstration)].fx qUINT MXAO]Also see [https:Alternative //reshade.me/forum/shader-suggestions/6703-very-close-to RTGI but there is no need to use MXAO, as RTGI does what it does much better-per-object-motion-blur-request-a-small-tweak this ReShade forum thread].
;[https://github.com/lordbean-git/HQAA lordbean HQAA]
:Post-rendering Anti-Aliasing.
;[https://github.com/lordbeanMatsilagi/RSRetroArch/ matsilagi's RSRetroArch]:Repository of RetroArch and retro-gitrelated shaders / shaders from programs, ported for ReShade ;[https://github.com/MajorPainTheCactus/ASSMAA lordbean ASMAASonyMegatron-ReShade MajorPainTheCactus's Sony Megatron ReShade]:PostSony Megatron shader ported from Retroarch to ReShade. [https://reshade.me/forum/shader-rendering Antipresentation/8420-sony-megatron-colour-video-monitor-port-updated ReShade forum thread]. :;[https://github.com/MajorPainTheCactus/AutoHDR-ReShade AutoHDR]::This add-Aliasingon is ideally intended to be used with the Sony Megatron ReShade Port Presets.
;[https://githubforums.libretro.com/MajorPainTheCactust/AutoHDRcrt-guest-advanced-hd-and-ntsc-for-reshade/41880 DevilSingh's CRT-Guest-Advanced, HD and NTSC for ReShade AutoHDR]:This add on is ideally intended a port of the CRT-Guest-Advanced, HD and NTSC shaders from RetroArch/libretro to be used with the Sony Megatron ReShade Port Presets.
;Obsolete:''[https://github.com/martymcmodding/qUINT/blob/master/Shaders/qUINT_mxao.fx qUINT MXAO]:Alternative to RTGI but there is no need to use MXAO, as RTGI does what it does much better.'':''[https://github.com/Matsilagilordbean-git/ASSMAA lordbean ASMAA]:Post-rendering Anti-Aliasing.'':''[https://RSRetroArchgithub.com/ matsilagiakgunter/crt-royale-reshade akgunter's RSRetroArchcrt-royale-reshade]:Repository This is a port of the crt-royale shader by TroggleMonkey from RetroArch and retro/libretro to ReShade 4.9+. Recommended to use "DevilSingh's CRT-Guest-related shaders / shaders from programsAdvanced, ported for ReShadeHD and NTSC" instead.''
==Standalone patches and mods for shaders==;[https://githubicelaglace.com/akgunter/crt-royale-reshade akgunter's crt-royale-reshadeiCEnhancer]:This is a port of the crt-royale shader by TroggleMonkey from RetroArch/libretro to ReShade 4.9+.;[httpshttp://forums.libretroenbdev.com/t/crt-guest-advanced-hd-and-ntsc-for-reshade/41880 DevilSingh's CRT-Guest-Advanced, HD and NTSC for ReShadedownload.html ENB]
==Downloads==
:*[[CRT_shaders|CRT shaders]]
:*[[NTSC_filters|NTSC filters]]
*[[High dynamic range]] (HDR)
==References==
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