Hi everyone,
I previously posted a very similar question in Duimon’s Mega Bezel thread, but since this is really about the Mega Bezel core shader, I believe this forum is the most appropriate place to ask.
I’m trying to build a minimal Mega Bezel setup where I can use my own image shader preset, while keeping:
• bezel
• glass
• reflections
• ambient lighting
My goal is to avoid all internal image processing from Mega Bezel (no CRT, scanlines, masks, color correction, sharpening, etc.) and not load unnecessary shader passes, relying entirely on my own image shader preset, with only a minimal passthrough image stage inside Mega Bezel for reflections.
I understand that a minimal passthrough image pass is still required for reflections to work.
My questions are:
• Which shader passes are strictly required to preserve bezel + reflections?
• Which image-related passes can be safely removed from the .slangp when using a custom image shader preset?
Any guidance from users familiar with Mega Bezel internals would be greatly appreciated.
Thanks!