This is just a proof of concept, as I think there is no screen that provides enough resolution to do what follows.
To continue the discussion started here, I just finished implementing it (roughly, but working).
The tweaked shader can be downloaded here.
Inside the archive, the test preset to be used is named koko-aio-slang/presets-test/test0.slangp
The preset is very simple; almost nothing is active and curvature is even disabled, but don’t expect this to magically clear artifacts; moirè morphs into a funky rainbow look on low resolution viewports:
Given it enough resolution, you can expect something like this; clicking will bring you to a video showing how the shadee reacts to a a black to white temporal fade:
The involved parameters are:
-
TVL, where you set how many triads you want to show; it is set to 400 by default, but as stated in the original discussion, I’m NOT confident a 4K display will be enough to show it flawlessly; you can lower it if needed to avoid rainbow artifacts.
-
Phosphor halo width/visibility:
The first modulates how much the halo can grow as a factor of the phosphor size (so 1.0 means nothing) , the second one is self explanatory.
- zooming:
If you cannot target a low enough TVL at 4k, you can try to enable the global zoom and set Zoom to a value that clears the artifacts, not very useful, but at least you can play with something; this is how i recorded the video on my poor 1080p monitor.
The test shader keeps the phosphors very slim to make room for the halo, but if you’re brave enough and want to test something more accurate like this:
Then you can tweak the test shader parameter values as follows (basically you increase the phosphor width and reduce the halo width multiplier: