Mega Bezel Reflection Shader! - Feedback and Updates

If I really want to use it with POTATO, like this?

Do SCREEN-ONLY presets have no Bezel elements and include dithering shaders? Then can expect it.

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no…,

shader6 = …/…/…/shaders/base/stock.slang
alias6 = “PreCRTPass”

On top of this…?

Thanks. This corrects my erroneous statement that having it load after Grade would cause it to be affected by Grade.

When you wanted to not have ScaleFX affect the Logo, you moved it to after ScaleFX so it makes sense.

Yes the ADV-SCREEN-ONLY presets do have the de-dithering chain. You can find them in the Base_CRT_Presets, or in the Presets/Variations/SCREEN-ONLY folder

The current released one is ready to try, the next version not yet released will add the ability to add an image, kind of like the POTATO version.

You can also try the MBZ__5__POTATO-SUPER-XBR__GDV.slangp it has this stuff included, and you can shut off the SUPER-XBR effect with a parameter

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Yes the ADV-SCREEN-ONLY presets do have the de-dithering chain. You can find them in the Base_CRT_Presets, or in the Presets/Variations/SCREEN-ONLY folder

The current released one is ready to try, the next version not yet released will add the ability to add an image, kind of like the POTATO version.

You can also try the MBZ__5__POTATO-SUPER-XBR__GDV.slangp it has this stuff included, and you can shut off the SUPER-XBR effect with a parameter

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Thanks for all the information.
By the way, will it be possible to incorporate arbitrary LUT shaders in the future? Originally, it is a simple shader (?) without parameters like “bsnes-gamma-ramp.slangp” and “lut.slangp” in “RetroArch\shaders\shaders_slang\reshade”.

I am particular about using this LUT file and the Game Boy Palette and wanting all monochrome handhelds to be SGB 1-A.

palette-sgb
lut-sgb

In summary, my ideal option shader combination is

in total

bsnes-gamma-ramp.slangp
lut.slangp (Since the bsnes-gamma-ramp.slangp and LUT files overlap, I duplicate the file separately) or customized gb-palette.slang
sgenpt-mix-pass

3 shaders.
I used to add these 3 shaders on CRT-Royal. But I fell in love with these features of the MegaBezel.

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understood.
I found that sgenpt-mix-pass is included. And disable SUPER-XBR.

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Not with simple presets.

If you save a full preset you can change any LUT, but if HSM makes a conflicting change in the shader, it will fail to load.

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I thought it would be good to change the Texture reference destination of this SamplerLUT1 ~ SamplerLUT4. Is this correct? Fill in that path in a simple preset.

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Nope. Only image layer paths can be changed in simple presets. The preset will load, but the LUT is used in an early pass (Using the default reference.) so the change will not have an effect.

If you want to change a LUT you will have to save a full (Not simple) preset.

I expect a few changes to the shader soon, so now would not be a good time to do this, unless you want to never update the shader.

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Oh… Then there is a high possibility that MegaBezel’s Update will break it… :face_with_head_bandage:

understood.

As a request for MegaBezel, it would be nice to have 3-4 passes in the margins where additional shaders could be edited and filled in.

Well, I’m a strange person who likes to play handhelds with CRTs, so maybe I wouldn’t normally think about this… :joy:

@HyperspaceMadness @Cyber @Duimon
I learned a lot about MegaBezel.
thank you very much.

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So this isn’t quite right, you can override any path used in the shader, including the LUT image paths

I tried replacing all the LUT paths and saw no change in the output. I assumed the changes had no effect.

I would like to try it, but this LUT has a size of 16. I have to remake it to 32….
I can’t blend with the BNES LUT…

Also, I have to recreate it from a monochrome screen…

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So I would not go this direction because it encourages users to edit the base presets which they should not do because their work will be overwritten whenever the Mega Bezel gets updated.

What could be possible for someone who wants to test things is to use my tools inside my git repo that I use to assemble the base presets presets to generate a new test preset. Perhaps with extra stock passes that you can change the paths.

The tools are in the github repo (it is not included in the releases). You can find them in Mega_Bezel/tools

Here’s a post about it, some info may be a bit outdated. If you want to ask questions about it, it would be good to do so on that thread.

Check the guest settings they have may have controls for the LUT size. I’m pretty sure there is some way to use different sizes.

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Yeah those paths are technically no different than the image paths, there must be some other reason why it’s not working

I’m a little confused.

Wasn’t someone, within the last year, creating a crazy hybrid preset with all your default images in local paths, just to change a single LUT and survive an update?

I don’t remember a simple preset being offered as an alternative.

Yeah they made the paths local to their Mega_Bezel_Pack so the images would be independent from new Mega Bezel releases. I’m pretty sure all the presets ended up as simple presets.

Maybe I’m expecting too much of a change. As important as people seem to treat these LUTs, I assumed making some drastic change to them would show an obvious difference.

Maybe my old eyes are just not sensitive enough.

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So the LUT is only going to change the image when you change the lut options parameter in the guest parameters.

I tested it by taking one of the LUTs into photoshop Mega_Bezel/shaders/guest/lut/ntsc-lut.png and set LUT Colors to 4, and the colors did update

I’m sure we could probably add 16 as an option, what do you think @guest.r?

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