Hey @sonkun,
can you try this altered version of custom-fast-sharpen.slang
?
Looks fine with me, makes the contrast a bit better, but you are good into testing atm. 
#version 450
/*
Fast Sharpen Shader (Custom)
Copyright (C) 2005 - 2025 guest(r)
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float CSHARPEN, CCONTR, CDETAILS, DEBLUR;
} params;
#pragma parameter CSHARPEN "FSharpen - Sharpen strength" 0.00 0.0 5.00 0.10
#pragma parameter CCONTR "FSharpen - Sharpen Contrast/Ringing" 0.05 0.0 0.25 0.01
#pragma parameter CDETAILS "FSharpen - Details sharpened" 1.00 0.0 1.00 0.05
#pragma parameter DEBLUR "FSharpen - Deblur Strength" 1.00 1.0 7.00 0.25
#pragma parameter ntsc-row6 "------------------------------------------------" 0.0 0.0 0.0 1.0
#define CSHARPEN params.CSHARPEN
#define CCONTR params.CCONTR
#define CDETAILS params.CDETAILS
#define DEBLUR params.DEBLUR
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D PrePass0;
const mat3 yiq2rgb_mat = mat3(
1.0, 0.956, 0.6210,
1.0, -0.2720, -0.6474,
1.0, -1.1060, 1.7046);
vec3 yiq2rgb(vec3 yiq)
{
return yiq * yiq2rgb_mat;
}
const mat3 yiq_mat = mat3(
0.2989, 0.5870, 0.1140,
0.5959, -0.2744, -0.3216,
0.2115, -0.5229, 0.3114
);
vec3 rgb2yiq(vec3 col)
{
return col * yiq_mat;
}
void main()
{
vec2 g01 = vec2(-0.5*params.OriginalSize.z, 0.0);
vec2 g21 = vec2( 0.5*params.OriginalSize.z, 0.0);
vec3 c01 = texture(Source, vTexCoord + g01).rgb;
vec3 c21 = texture(Source, vTexCoord + g21).rgb;
vec3 c11 = texture(Source, vTexCoord ).rgb;
vec3 b11 = 0.5*(c01+c21);
float contrast = max(max(c11.r,c11.g),c11.b);
contrast = mix(2.0*CCONTR, CCONTR, contrast);
vec3 mn = min(min(c01,c21),c11); vec3 mn1 = min(mn,c11*(1.0-contrast));
vec3 mx = max(max(c01,c21),c11); vec3 mx1 = max(mx,c11*(1.0+contrast));
vec3 dif = pow(mx1-mn1+0.0001, vec3(0.75,0.75,0.75));
vec3 sharpen = mix(vec3(CSHARPEN*CDETAILS), vec3(CSHARPEN), dif);
vec3 res = clamp(mix(c11,b11,-sharpen), mn1,mx1);
if (DEBLUR > 1.125)
{
vec2 tex = floor(params.OriginalSize.xy * vTexCoord)*params.OriginalSize.zw + 0.5*params.OriginalSize.zw;
vec2 dx = 2.0 * g21;
c01 = texture(PrePass0, tex - dx).rgb;
c11 = texture(PrePass0, tex ).rgb;
c21 = texture(PrePass0, tex + dx).rgb;
c01 = min(min(c01,c21),c11);
c21 = max(max(c01,c21),c11);
mn1 = sqrt(c01*mn);
mx1 = sqrt(c21*mx);
vec3 dif1 = max(res-mn1, 0.0) + 0.00001; dif1 = pow(dif1, DEBLUR.xxx);
vec3 dif2 = max(mx1-res, 0.0) + 0.00001; dif2 = pow(dif2, DEBLUR.xxx);
vec3 ratio = dif1/(dif1+dif2);
sharpen = min(mix(mn1, mx1, ratio), pow(res,mix(0.75.xxx,1.10.xxx, res)));
res = rgb2yiq(res);
res.x = dot(sharpen,vec3(0.2989, 0.5870, 0.1140));
res = max(yiq2rgb(res),0.0);
}
FragColor = vec4(res,1.0);
}