Seeing that we’re already close to achieving that look using the glow/magic glow effect. Maybe it might not be so difficult to implement the full effect in future shader revisions?
I think stuff like this is important to assist in things like the “natural” anti-aliasing and superior blending of pixels and edges that are characteristic of CRTs without resorting to simple blurs to ease the high contrast transitions, which usually tend to soften the image or contributes to a lack of focus.
What it appears like to me is that it could be functioning as a type of physical dithering pattern.
I’ve noticed that the same image with darker scanlines can look sharper but also less pixelated than the same image without scanlines or with lighter scanlines.
It’s possible that these vertical lines can have a similar effect on the image. Maybe that’s part of the “magic” that Magic Glow adds to the image as a side effect?
I’m not so concerned about Black Levels because as @Nesguy always said CRTs didn’t have perfect black levels although they were close enough to perfect.
I think the effect fails using Magic Glow because the luminance tapers from a high level to a low level, while what we would need for this effect would be an extremely low but static luminance level across the board. Only where the phosphors are lit is where the luminance would be higher than this level.
So in essence I think we can achieve this by simply having some “background” luminance applied to the Mask even when the phosphors are inactive. So instead of the Mask/Phosphors going all the way down to 0 (Off, black), Maybe they should go down to 2 or 1 or 0.2?
We could probably call it Magic Black Level or Mask Black Level? I’m sure @guest.r could come up with a better name if he so chooses to implement this.