Mega Bezel Reflection Shader! - Feedback and Updates

Hi @fuzzydunlops welcome to the forum!

Thanks! Yeah the number of parameters is a bit overwhelming, at some point I want to have UI which has at least sub groups for parameters so they are not all displayed at once.

Yeah they do don’t they :grin:

If you have a really bright monitor you could try the Megatron presets. It’s possible to use them with Duimon’s presets by copying one of his presets and changing the reference line to point at one of the Megatron presets. These presets have been calibrated to the look of specific CRTs, so if you have a bright display these might be good options. If you have a regular brightness LCD then Guest’s shaders are a better bet, although they can be set to achieve very strong masks as well.

In terms of colors you can look for the Grade color correction in the parameter list which has color temperature and gamma settings. If you are using one of the presets based on Guest’s shader then the settings for masks are at the bottom of the list.

It can often be interesting to look at existing presets to see can also take a look at some of the community presets which might have looks you might like, in the Mega Bezel presets folder there is a community presets which has some from @BendBombBoom, @Nesguy, @sonkun and @Cyber. Cyber also has a set of presets here: https://forums.libretro.com/t/cyberlab-mega-bezel-death-to-pixels-shader-preset-pack

I think the most important thing is try not to rush yourself and have fun trying out everybody’s stuff and experimenting. And you are always welcome to ask questions there are many generous people around here interested in helping others on their shader adventures :slight_smile:

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I think these steps could be made into a separate step by step illustrated guide/faq/common functions thread where things can be conveyed and explained visually and in a bit more detail.

Other entries in the thread could be:

  • How to remove the bezels and maximize screen real estate, probably by using both the Max Int. Scale presets as well as manually by changing the shader parameters,

  • How, when and why to use DREZ Presets and how to avoid crashing due to limited resources on graphics cards by using native internal resolution and

  • How to get vertical games to be displayed correctly.

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Thanks for the insight. I will try these settings out first.

Looking forward to a possible UI! Keep up the amazing work!

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G’Morning bezellers! It’s just me with the Return of Guybrush fever?

Time to enhance these old drawings with some Mega Bezel love. Before/after for comparison.

I’m really surprised by smooth-adv and deconvergence major improvement over cartoon-style artwork, original 640x480 felt quite aliased, expecially on subtitles.

#reference "shaders_slang/bezel/Mega_Bezel/Presets/MBZ__0__SMOOTH-ADV.slangp"
post_br = "1.200000"
HSM_AMBIENT_LIGHTING_OPACITY = "100.000000"
HSM_ASPECT_RATIO_MODE = "5.000000"
HSM_INT_SCALE_MODE = "1.000000"
HSM_SCANLINE_DIRECTION = "1.000000"
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = "1200.000000"
HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = "3.000000"
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = "300.000000"
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = "20.000000"
HSM_CURVATURE_MODE = "0.000000"
HSM_CRT_CURVATURE_SCALE = "0.000000"
HSM_AB_COMPARE_AREA = "2.000000"
HSM_SCREEN_VIGNETTE_ON = "0.000000"
HSM_SCREEN_VIGNETTE_STRENGTH = "20.000000"
HSM_TUBE_DIFFUSE_MODE = "1.000000"
HSM_TUBE_BLACK_EDGE_LAYERING_MODE = "0.000000"
HSM_FRM_TEXTURE_OPACITY = "0.200000"
HSM_FRM_INNER_EDGE_THICKNESS = "15.000000"
HSM_FRM_THICKNESS = "2000.000000"
HSM_REFLECT_GLOBAL_AMOUNT = "30.000000"
HSM_REFLECT_LATERAL_OUTER_FADE_DISTANCE = "40.000000"
HSM_REFLECT_NOISE_AMOUNT = "30.000000"
MDAPT_MODE = "2.000000"
CP = "-1.000000"
sega_fix = "1.000000"
wp_temperature = "7100.000000"
h_sharp = "9.000000"
s_sharp = "1.000000"
shadowMask = "7.000000"
masksize = "1.000000"
maskstr = "0.200000"
mcut = "0.700000"
mshift = "1.000000"
GDV_DECONVERGENCE_ON = "1.000000"
GDV_NOISE_ON = "1.000000"
addnoised = "0.100000"
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Looks really really nice, Maybe the colour temp is a little cold in the second screenshot. AA looks nice (although i like a shaper image myself).

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Hey thank you! Colder temperature really enhance contrast and black, just a matter of personal taste.

I’ll try to tweak sharp and downrez, deconvergence helps with countour lines but default settings introduce some blurriness. There’s some room to get better monkeys :star_struck:

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Is there a setting that controls the radius of the CRT Screen corners?

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You have the Bezel inner corner radius, and the screen black edge corner radius.

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In progress integration of @guest’s kick-ass NTSC shader:

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I predict your next release gonna be the best one yet, since the last release everyone with shader presets has been updating theirs everytime guest put out a new release and his latest releases added in some amazing sharpness settings for the ntsc versions, I’m sure my presets now look a lot better than whatever I gave you for the last release lol. Fun times ahead for everyone

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The only thing I can ever still want from this amazing project, is a nice Vector shader which I can combine with FBneo high resolution, Rectroarch Vectrex core etc

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Not even related to the shader, but I have SO many questions about “Olive Garden” Alien Soldier :rofl: :thinking:

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Heh, so do I! Too funny, not sure where I found that one.

Now is the time to Infinite Breadsticks…

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It is also possible to use an Android phone

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MBZ__5__POTATO.slangp, which can be successfully used on mobile phones. But there is a problem, this filter cannot set the night light effect, I don’t know if it can be added. Other filter phones are difficult to load, only this gpu occupancy rate is not high, accounting for about 50%.

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If you use my presets, I have night presets for all the potatoes.

The night mode has to be done directly built into the image, outside of the shader.

“The night mode has to be done directly built into the image, outside of the shader.”,What does this sentence mean? There is an option to set HIGHLIGHT in the filter settings, but there is no light effect after adjustment.

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The Night Lighting isn’t available with POTATO. @Duimon is saying, essentially, that Night Lightning doesn’t work so to use it the effect must be preapplied to an image, than the image must be used instead.

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There are a few visible parameters in the Potato that do nothing. You would have to ask @HyperspaceMadness the specifics, but I assume there is some good reason the parameters are still there even though the feature has been removed. Most likely it has to do with making compiling all the presets easier.

AFAIK there is only the one image layer in the Potato, the background layer. All multi-layer image support has been stripped in all the passes. (There is no Tube Diffuse, Gel, or Static reflection layers in the CRT passes, even though the parameters are still there.)

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A long time ago, I wrote a question here asking if it was possible to recreate the ‘flickering’ composite effect that I used to get with the analog shading pack (before the RA graphics update). As usual, I received generous, considered responses from OP and Duimon with suggestions on how I could recreate the effect with this shader pack. Nonetheless - despite hours of tinkering - I have not been able to reach the same ‘that’s it’ moment as I did with the old analog shader pack.

Gosh I have waffled on here, sorry!

But I guess my question is: Do any of you good folk look to recreate this effect, and have you had success in doing so? I notice any shader preview samples I see are usually images, whereas the composite flickering effect I look for only really comes across in video form. I may be more of a dinosaur than I thought lol!

Thanks all. Would love your perspectives on any and all of this :slight_smile:

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