I gave the above paper a deeper read and finally got to some conclusions.
The mentioned CRT gamma of 2.5 is actually that of the electron gun, which after passing through phosphor’s intrinsic gamma (beam dynamics) yields a gamma of 2.2 or 2.25.
What this means is that I changed the default Game Embedded Gamma to 2.2, and the CRT Electron Gun Gamma to 2.50. (A_review_of_RGB_color_spaces)
I calculated what beam dynamic settings can yield a gamma of 0.88 (for 2.2) and 0.9 (for 2.25) for crt-royale and crt-guest-dr-venom shaders in this post.
Summary:
crt-royale: beam-min-sigma of 0.05 for 0.88 (2.2 absolute gamma output) and 0.10 for 0.9 (2.25 absolute gamma output).
crt-guest-dr-venom2: Scanline shape dark pixels of 1.50 for 0.88 (2.2 absolute gamma output) and 1.70 for 0.9 (2.25 absolute gamma output) (assumes scanline beam shape low of 14.0)
As a side note, brightness also gets affected by scanlines for about 10 or 15% so you have to compensate for that on your monitor settings if you want to reach a desired luminance level.
I updated the shader on my repo so this is prior to updating to master if everything goes well.
https://github.com/Dogway/emulation-random/blob/master/RetroArch/Shaders/grade.slang