Gladly, but it is really just a plain rectangle with perspective using a walnut seamless texture. The wallpaper is just a simple texture also. What gives it realism are the lighting filters. The textures are available at the Sketchup Texture Club.
Well, thanks . I think my next project will be to learn how to apply lighting with Gimp. That’s a subject I never tried before …
Yes this should be possible as the code has been designed to do the scaling separate from the bezel & reflection. All the scaling stuff is separated out from the bezel stuff in hsm-mega-screen-scale-params-functions.inc. How much work it is to integrate it into an existing shader varies.
Most shaders do the warping and upscale (going from the core resolution E.G. 320x224 to the final viewport resolution 1920x1080) in the crt shader pass. In this case you need to integrate a call inside this pass to scale the screen coordinate used.
You may imagine that you could have a pass to drop on top of your crt shader. Royale does someting like this as it warps the full crt image and does anti-aliasing at the same time to avoid as much moire artifacts as possible. This method of doing the warp as a separate pass usually does not work very well in general as it tends to blur the image, or add really bad moire artifacts. If you are trying to use a pass to scale from the full screen CRT pass down to a smaller screen size you will get more blurring and artifacts. In the case of the Mega Bezel Royale version I actually do the scaling before the last pass to get a better image quality, so the last royale pass only adds curvature and doesn’t add scaling.
The best way I know to get the screen scaling is to integrate the screen scaling and curvature directly into the shader. The cropping is done this way as well but more invasive as you have to replace the sampling call, and is trickier if it’s a scanline shader (because the number of vertical lines in cropped core resolution define how many scanlines show up).
For integrating the screen scaling all that usually needs to happen is to do a single call to scale the coordinate, then you can replace out whatever curvature is there with the one from hsm-mega-screen-scale, or add it if it’s not.
There are instructions in the Readme in the HyperspaceMadness folder, but they may not be totally up to date, I need to do a pass on this. Let me know if you are interested in this and I can do the pass on integration instructions soon.
I hope this is OK. Layer anything you want on top of the background and then add the overlay as a top layer using linear light blending mode. Play with the transparency level. This is the manual technique, you paint with the light color of your choice on a 25% gray background and use it as an overlay. Back before we had access to fancy lighting filters.
Sounds over my head and not worth the time investment for others. Thank you for the information.
Again it really depends, sometimes it’s very simple, only two or 3 standard lines of code added to the shader
Thx! I really appreciate your help. My setup will continue to improve
What I need to do is use a different mapping which is more consistent and has full coverage for deriving the distance away from the screen, after I do this we can get the reflections to fade all the way to the corners and have good control on how they fade out into the corners.
I’m not sure what kind of effect you are trying to create, can you elaborate?
In terms of parameters which are already there:
- If you want the reflections to go to the edges of the screen you need to increase the bezel width and height to go across the whole screen.
- [REFLECTION FADE] Radial Fade Width and Height adjust how far it takes for the reflection to fade out from the edges of the screen. [REFLECTION FADE]
- Lateral Outer Fade Position and Distance affect the fade off at the corner of the screen. If you set the Lateral Outer Fade Position to a high number it will not fade out at the corner of the screen at all.
Here is this awesome shader on MVC2. I have been messing around trying to games with higher resolutions but low res 2d art to look “better”. (In my eyes anyway) This also looks good on upscaled ps1 games.
Guest, Royale, easymode? This looks nice though.
Venom with res-independent-scanlines tacked on the end. Venom has interlacing mode 3 turned on. The right mixture of res-independ-scanlines and venom mask make a nice round crt-ish grid like texture.
Very cool! This is a nice look, I’ve had a hard time getting this one to look good in the past.
Is this scanline mask the sort of think that you’d like to be masked by the tube so it only appears inside the tube?
Yes, if possible. I tried other placing the scanline pass in other places and didn’t work. It’s really intersting how the diffent scales of the scanline and venom mask change the look. Here are my settings on your shader:
shaders = "23"
shader0 = "shaders_slang/crt/shaders/hyperspacemadness/hsm-stock-with-mega-screen-scale-bezel-params.slang"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"
alias0 = ""
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"
shader1 = "shaders_slang/crt/shaders/hyperspacemadness/hsm-cbod/hsm-cbod-v1-pass1.slang"
wrap_mode1 = "clamp_to_border"
mipmap_input1 = "false"
alias1 = ""
float_framebuffer1 = "false"
srgb_framebuffer1 = "false"
shader2 = "shaders_slang/crt/shaders/hyperspacemadness/hsm-cbod/hsm-cbod-v1-pass2.slang"
wrap_mode2 = "clamp_to_border"
mipmap_input2 = "false"
alias2 = ""
float_framebuffer2 = "false"
srgb_framebuffer2 = "false"
shader3 = "shaders_slang/crt/shaders/hyperspacemadness/hsm-gtu/hsm-gtu-pass1.slang"
wrap_mode3 = "clamp_to_border"
mipmap_input3 = "false"
alias3 = ""
float_framebuffer3 = "true"
srgb_framebuffer3 = "false"
shader4 = "shaders_slang/crt/shaders/hyperspacemadness/hsm-gtu/hsm-gtu-pass2.slang"
filter_linear4 = "true"
wrap_mode4 = "clamp_to_border"
mipmap_input4 = "false"
alias4 = ""
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
shader5 = "shaders_slang/crt/shaders/hyperspacemadness/hsm-avg-lum.slang"
filter_linear5 = "true"
wrap_mode5 = "clamp_to_border"
mipmap_input5 = "true"
alias5 = "AvgLumPass"
float_framebuffer5 = "true"
srgb_framebuffer5 = "false"
scale_type_x5 = "source"
scale_x5 = "1.000000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
shader6 = "shaders_slang/crt/shaders/guest/color-profiles.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_border"
mipmap_input6 = "false"
alias6 = ""
float_framebuffer6 = "false"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
shader7 = "shaders_slang/crt/shaders/guest/d65-d50.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_border"
mipmap_input7 = "false"
alias7 = "WhitePointPass"
float_framebuffer7 = "false"
srgb_framebuffer7 = "false"
scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
shader8 = "shaders_slang/crt/shaders/hyperspacemadness/hsm-guest-afterglow-with-black-level.slang"
filter_linear8 = "false"
wrap_mode8 = "clamp_to_border"
mipmap_input8 = "false"
alias8 = "AfterglowPass"
float_framebuffer8 = "false"
srgb_framebuffer8 = "false"
scale_type_x8 = "source"
scale_x8 = "1.000000"
scale_type_y8 = "source"
scale_y8 = "1.000000"
shader9 = "shaders_slang/stock.slang"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "false"
alias9 = ""
float_framebuffer9 = "false"
srgb_framebuffer9 = "false"
shader10 = "shaders_slang/crt/shaders/hyperspacemadness/linearize.slang"
filter_linear10 = "false"
wrap_mode10 = "clamp_to_border"
mipmap_input10 = "false"
alias10 = "LinearizePass"
float_framebuffer10 = "true"
srgb_framebuffer10 = "false"
scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
shader11 = "shaders_slang/crt/shaders/hyperspacemadness/hsm-guest-blur_horiz.slang"
filter_linear11 = "false"
wrap_mode11 = "clamp_to_border"
mipmap_input11 = "false"
alias11 = ""
float_framebuffer11 = "true"
srgb_framebuffer11 = "false"
scale_type_x11 = "source"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
shader12 = "shaders_slang/crt/shaders/hyperspacemadness/hsm-guest-blur_vert.slang"
filter_linear12 = "false"
wrap_mode12 = "clamp_to_border"
mipmap_input12 = "false"
alias12 = "GlowPass"
float_framebuffer12 = "true"
srgb_framebuffer12 = "false"
scale_type_x12 = "source"
scale_x12 = "1.000000"
scale_type_y12 = "source"
scale_y12 = "1.000000"
shader13 = "shaders_slang/crt/shaders/guest/linearize_scanlines.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_border"
mipmap_input13 = "false"
alias13 = ""
float_framebuffer13 = "true"
srgb_framebuffer13 = "false"
scale_type_x13 = "source"
scale_x13 = "1.000000"
scale_type_y13 = "source"
scale_y13 = "1.000000"
shader14 = "shaders_slang/crt/shaders/hyperspacemadness/hsm-crt-guest-dr-venom-with-scaling.slang"
filter_linear14 = "true"
wrap_mode14 = "mirrored_repeat"
mipmap_input14 = "true"
alias14 = "BR_CrtPass"
float_framebuffer14 = "true"
srgb_framebuffer14 = "false"
scale_type_x14 = "viewport"
scale_x14 = "1.000000"
scale_type_y14 = "viewport"
scale_y14 = "1.000000"
shader15 = "shaders_slang/crt/shaders/hyperspacemadness/hsm-curvature-mapping.slang"
filter_linear15 = "true"
wrap_mode15 = "mirrored_repeat"
mipmap_input15 = "true"
alias15 = "BR_MappingPass"
float_framebuffer15 = "true"
srgb_framebuffer15 = "false"
scale_type_x15 = "viewport"
scale_x15 = "1.000000"
scale_type_y15 = "viewport"
scale_y15 = "1.000000"
shader16 = "shaders_slang/crt/shaders/hyperspacemadness/hsm-linearize-crt-pass.slang"
filter_linear16 = "true"
wrap_mode16 = "mirrored_repeat"
mipmap_input16 = "true"
alias16 = "BR_MirrorLowResPass"
float_framebuffer16 = "true"
srgb_framebuffer16 = "false"
scale_type_x16 = "absolute"
scale_x16 = "800"
scale_type_y16 = "absolute"
scale_y16 = "600"
shader17 = "shaders_slang/crt/shaders/hyperspacemadness/hsm-blur-outside-screen-horiz.slang"
filter_linear17 = "false"
wrap_mode17 = "mirrored_repeat"
mipmap_input17 = "false"
alias17 = ""
float_framebuffer17 = "true"
srgb_framebuffer17 = "false"
scale_type_x17 = "source"
scale_x17 = "1.000000"
scale_type_y17 = "source"
scale_y17 = "1.000000"
shader18 = "shaders_slang/crt/shaders/hyperspacemadness/hsm-blur-outside-screen-vert.slang"
filter_linear18 = "false"
wrap_mode18 = "mirrored_repeat"
mipmap_input18 = "false"
alias18 = "BR_MirrorBlurredPass"
float_framebuffer18 = "true"
srgb_framebuffer18 = "false"
scale_type_x18 = "source"
scale_x18 = "1.000000"
scale_type_y18 = "source"
scale_y18 = "1.000000"
shader19 = "shaders_slang/blurs/blur9x9.slang"
filter_linear19 = "true"
wrap_mode19 = "mirrored_repeat"
mipmap_input19 = "true"
alias19 = "BR_MirrorReflectionDiffusedPass"
float_framebuffer19 = "true"
srgb_framebuffer19 = "false"
scale_type_x19 = "absolute"
scale_x19 = "128"
scale_type_y19 = "absolute"
scale_y19 = "128"
shader20 = "shaders_slang/blurs/blur9x9.slang"
filter_linear20 = "true"
wrap_mode20 = "mirrored_repeat"
mipmap_input20 = "true"
alias20 = "BR_MirrorFullscreenGlowPass"
float_framebuffer20 = "true"
srgb_framebuffer20 = "false"
scale_type_x20 = "absolute"
scale_x20 = "12"
scale_type_y20 = "absolute"
scale_y20 = "12"
shader21 = "shaders_slang/crt/shaders/hyperspacemadness/hsm-mega-bezel-reflection.slang"
filter_linear21 = "true"
wrap_mode21 = "clamp_to_border"
mipmap_input21 = "true"
alias21 = ""
float_framebuffer21 = "false"
srgb_framebuffer21 = "false"
scale_type_x21 = "viewport"
scale_x21 = "1.000000"
scale_type_y21 = "viewport"
scale_y21 = "1.000000"
shader22 = "shaders_slang/scanlines/shaders/res-independent-scanlines.slang"
wrap_mode22 = "clamp_to_border"
mipmap_input22 = "false"
alias22 = ""
float_framebuffer22 = "false"
srgb_framebuffer22 = "false"
scale_type_x22 = "viewport"
scale_x22 = "1.000000"
scale_type_y22 = "viewport"
scale_y22 = "1.000000"
parameters = "hmss_mega_screen_scale_on;hmss_screen_scale_debug;hmss_rotate_crt_image;hmss_aspect_ratio_mode;hmss_screen_aspect_ratio;hmss_integer_scale_mode;hmss_non_integer_scale;hmss_int_scale_multiple_offset;hmss_int_scale_border_min_height;hmss_scanline_direction;hmss_position_offset_x;hmss_position_offset_y;hmss_crop_overscan_top;hmss_crop_overscan_bottom;hmss_crop_overscan_left;hmss_crop_overscan_right;hmss_curvature_mode;hmss_curvature_3D_radius;hmss_curvature_3D_view_dist;hmss_curvature_3D_tilt_angle_x;hmss_curvature_3D_tilt_angle_y;hmss_curvature_2D_long_axis;hmss_curvature_2D_short_axis;hmss_curvature_post_scale_x;hmss_curvature_post_scale_y;hmss_corner_radius;hmss_screen_edge_sharpness;hmss_pre_crt_black_level;hmss_pre_crt_gamma;hmss_post_crt_gamma;hmss_negative_crop_brightness;hag_afterglow_amount;hmss_tube_black_edge_thickness;hmss_tube_black_edge_curvature_scale;hmbz_tube_glass_image_opacity;hmbz_tube_vignette;hmbz_tube_edge_shadow;hmbz_background_image_opacity;hmbz_background_image_scale_mode;hmbz_background_image_aspect_ratio;hmbz_background_image_tube_height;hmbz_background_image_vignette_opacity;hmbz_bezel_color_hue;hmbz_bezel_color_saturation;hmbz_bezel_color_value;hmbz_bezel_color_blend_with_image;hmbz_bezel_opacity;hmbz_bezel_width;hmbz_bezel_height;hmbz_bezel_inner_corner_radius_scale;hmbz_bezel_outer_corner_radius_scale;hmbz_bezel_inner_edge_thickness;hmbz_bezel_brightness;hmbz_bezel_highlight;hmbz_bezel_noise;hmbz_frame_opacity;hmbz_frame_thickness;hmbz_frame_outer_corner_radius;hmbz_frame_inner_edge_thickness;hmbz_frame_pos_y_offset;hmbz_frame_shadow_opacity;hmbz_frame_shadow_width;hbl_blur_num_samples;hbl_blur_min;hbl_blur_max;hbr_noise_amount;hbr_noise_samples;hbr_noise_sample_distance;hbr_global_amount;hbr_global_gamma_adjust;hbr_inner_edge_reflection;hbr_inner_edge_fullscreen_glow;hbr_direct_reflection;hbr_diffused_reflection;hbr_fullscreen_glow;hbr_fullscreen_glow_gamma;hbr_fade_amount;hbr_radial_fade_width;hbr_radial_fade_height;hbr_lateral_outer_fade_position;hbr_lateral_outer_fade_distance;hbr_corner_fade;hbr_corner_fade_distance;hbr_corner_inner_spread;hbr_corner_outer_spread;hbr_corner_spread_falloff;cbod_on;gtu_on;compositeConnection;signalResolution;signalResolutionI;signalResolutionQ;CP;CS;WP;wp_saturation;GLOW_FALLOFF_H;GLOW_FALLOFF_V;brightboost;brightboost1;gsl;scanline1;scanline2;beam_min;beam_max;beam_size;h_sharp;s_sharp;glow;shadowMask;masksize;vertmask;slotmask;slotwidth;double_slot;slotms;mcut;maskDark;maskLight;CGWG;spike;inter;interm;bloom;scans;SCANLINE_SINE_COMP_B;scanline_size"
hmss_mega_screen_scale_on = "1.000000"
hmss_screen_scale_debug = "0.000000"
hmss_rotate_crt_image = "0.000000"
hmss_aspect_ratio_mode = "0.000000"
hmss_screen_aspect_ratio = "1.333300"
hmss_integer_scale_mode = "1.000000"
hmss_non_integer_scale = "92.169861"
hmss_int_scale_multiple_offset = "0.000000"
hmss_int_scale_border_min_height = "5.500000"
hmss_scanline_direction = "2.000000"
hmss_position_offset_x = "0.000000"
hmss_position_offset_y = "0.000000"
hmss_crop_overscan_top = "0.000000"
hmss_crop_overscan_bottom = "0.000000"
hmss_crop_overscan_left = "0.000000"
hmss_crop_overscan_right = "0.000000"
hmss_curvature_mode = "0.000000"
hmss_curvature_3D_radius = "2.000000"
hmss_curvature_3D_view_dist = "2.000000"
hmss_curvature_3D_tilt_angle_x = "0.000000"
hmss_curvature_3D_tilt_angle_y = "0.000000"
hmss_curvature_2D_long_axis = "0.000000"
hmss_curvature_2D_short_axis = "0.000000"
hmss_curvature_post_scale_x = "100.000000"
hmss_curvature_post_scale_y = "100.000000"
hmss_corner_radius = "10.000000"
hmss_screen_edge_sharpness = "0.000000"
hmss_pre_crt_black_level = "0.999999"
hmss_pre_crt_gamma = "2.400000"
hmss_post_crt_gamma = "1.000000"
hmss_negative_crop_brightness = "0.000000"
hag_afterglow_amount = "0.070000"
hmss_tube_black_edge_thickness = "0.000000"
hmss_tube_black_edge_curvature_scale = "1.000000"
hmbz_tube_glass_image_opacity = "0.000000"
hmbz_tube_vignette = "0.000000"
hmbz_tube_edge_shadow = "0.500000"
hmbz_background_image_opacity = "0.000000"
hmbz_background_image_scale_mode = "2.000000"
hmbz_background_image_aspect_ratio = "1.770000"
hmbz_background_image_tube_height = "69.000000"
hmbz_background_image_vignette_opacity = "0.500000"
hmbz_bezel_color_hue = "0.000000"
hmbz_bezel_color_saturation = "0.000000"
hmbz_bezel_color_value = "10.000000"
hmbz_bezel_color_blend_with_image = "1.000000"
hmbz_bezel_opacity = "1.000000"
hmbz_bezel_width = "49.999435"
hmbz_bezel_height = "39.999546"
hmbz_bezel_inner_corner_radius_scale = "0.500000"
hmbz_bezel_outer_corner_radius_scale = "1.000000"
hmbz_bezel_inner_edge_thickness = "1.400000"
hmbz_bezel_brightness = "40.000000"
hmbz_bezel_highlight = "0.000000"
hmbz_bezel_noise = "30.000000"
hmbz_frame_opacity = "1.000000"
hmbz_frame_thickness = "8.000000"
hmbz_frame_outer_corner_radius = "5.050000"
hmbz_frame_inner_edge_thickness = "2.000000"
hmbz_frame_pos_y_offset = "0.000000"
hmbz_frame_shadow_opacity = "1.000000"
hmbz_frame_shadow_width = "10.000000"
hbl_blur_num_samples = "20.000000"
hbl_blur_min = "0.000000"
hbl_blur_max = "0.950000"
hbr_noise_amount = "0.500000"
hbr_noise_samples = "3.000000"
hbr_noise_sample_distance = "0.200000"
hbr_global_amount = "0.260000"
hbr_global_gamma_adjust = "1.400000"
hbr_inner_edge_reflection = "0.700000"
hbr_inner_edge_fullscreen_glow = "3.000000"
hbr_direct_reflection = "0.699997"
hbr_diffused_reflection = "1.000000"
hbr_fullscreen_glow = "75.000000"
hbr_fullscreen_glow_gamma = "3.200000"
hbr_fade_amount = "1.000000"
hbr_radial_fade_width = "70.000000"
hbr_radial_fade_height = "100.000000"
hbr_lateral_outer_fade_position = "-18.000000"
hbr_lateral_outer_fade_distance = "20.000000"
hbr_corner_fade = "10.000000"
hbr_corner_fade_distance = "100.000000"
hbr_corner_inner_spread = "500.000000"
hbr_corner_outer_spread = "160.000000"
hbr_corner_spread_falloff = "50.000000"
cbod_on = "0.000000"
gtu_on = "1.000000"
compositeConnection = "0.000000"
signalResolution = "512.000000"
signalResolutionI = "83.000000"
signalResolutionQ = "25.000000"
CP = "2.000000"
CS = "2.000000"
WP = "0.000000"
wp_saturation = "1.150000"
GLOW_FALLOFF_H = "1.000000"
GLOW_FALLOFF_V = "1.000000"
brightboost = "1.400000"
brightboost1 = "0.899999"
gsl = "0.000000"
scanline1 = "6.000000"
scanline2 = "8.000000"
beam_min = "1.350000"
beam_max = "1.050000"
beam_size = "0.700000"
h_sharp = "5.250000"
s_sharp = "1.000000"
glow = "0.250000"
shadowMask = "-1.000000"
masksize = "1.000000"
vertmask = "0.000000"
slotmask = "0.300000"
slotwidth = "4.000000"
double_slot = "2.000000"
slotms = "1.000000"
mcut = "0.250000"
maskDark = "0.500000"
maskLight = "1.500000"
CGWG = "0.300000"
spike = "1.000000"
inter = "0.000000"
interm = "3.000000"
bloom = "0.000000"
scans = "0.500000"
SCANLINE_SINE_COMP_B = "0.650000"
scanline_size = "4.000000"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;BackgroundImage;BackgroundVertImage;TubeGlassImage;OverlayImage;OverlayVertImage"
SamplerLUT1 = "shaders_slang/crt/shaders/guest/lut/sony_trinitron1.png"
SamplerLUT1_linear = "true"
SamplerLUT1_wrap_mode = "clamp_to_border"
SamplerLUT1_mipmap = "false"
SamplerLUT2 = "shaders_slang/crt/shaders/guest/lut/sony_trinitron2.png"
SamplerLUT2_linear = "true"
SamplerLUT2_wrap_mode = "clamp_to_border"
SamplerLUT2_mipmap = "false"
SamplerLUT3 = "shaders_slang/crt/shaders/guest/lut/other1.png"
SamplerLUT3_linear = "true"
SamplerLUT3_wrap_mode = "clamp_to_border"
SamplerLUT3_mipmap = "false"
BackgroundImage = "shaders_slang/crt/shaders/hyperspacemadness/textures/BackgroundImage_3840x2160.png"
BackgroundImage_wrap_mode = "clamp_to_border"
BackgroundImage_mipmap = "false"
BackgroundVertImage = "shaders_slang/crt/shaders/hyperspacemadness/textures/BackgroundImage_3840x2160.png"
BackgroundVertImage_wrap_mode = "clamp_to_border"
BackgroundVertImage_mipmap = "false"
TubeGlassImage = "shaders_slang/crt/shaders/hyperspacemadness/textures/TubeGlassOverlayImage_3840x2160.png"
TubeGlassImage_wrap_mode = "clamp_to_border"
TubeGlassImage_mipmap = "false"
OverlayImage = "shaders_slang/crt/shaders/hyperspacemadness/textures/OverlayImage_OverReflection_3840x2160.png"
OverlayImage_wrap_mode = "clamp_to_border"
OverlayImage_mipmap = "false"
OverlayVertImage = "shaders_slang/crt/shaders/hyperspacemadness/textures/OverlayImage_OverReflection_3840x2160.png"
OverlayVertImage_wrap_mode = "clamp_to_border"
OverlayVertImage_mipmap = "false"
Thanks for the settings, I’ll have to check out the res independent scanlines, I haven’t looked at that one before.
I don’t think the res independent scanlines is in elegant solution but it’s the only one I could find that works consistent on upscaled or higher res games.
Ok so i found a screenshot of a very old version of this shader. And i kinda like how shiny it looks:
Also, in the new version i can’t find how to make this line in the circle appear. The one between the bezel and the frame. It makes it look less “flat” IMO.
Tried again with the PVM shader, made the pvm as big as I can and scaled bezel to fit. The scanlines look alot better, though still not perfect.
I’d prefer having more of the pvm visible, but I guess this is fine.
I think this screenshot might have been from when this was in an image. There is a line there now, but I think it may be too faint, maybe it needs to be pumped up, I’ll take a look at this in the next update.
Edit: I looked into this and it got squashed when I put in the colored bezel
Below is an in progress version of adding it back in. It will also be partially driven by the bezel highlight, so as you increase the bezel highlight it will increase a bit as well.
Also a question to everyone using the mega bezel, is anyone use this parameter?
[FRAME] Inner Edge Thickness