Please show off what crt shaders can do!

If I’m being brutally honest both screenshots are a bit washed out. Are you targeting the raw colors in the emulator? Or do have a CRT for reference…? I think there’s a misconception floating around that CRTs were dim/washed out, which couldn’t be further from the truth. Of course, tastes vary, so maybe you’re just going for a more “vintage” look.

The screenshots are both NTSC. I use the NTSC preset by default. Aside from that I target raw. A non NTSC preset is included.

crt-guest-advanced-hereticzero-opus.slangp

crt-guest-advanced-hereticzero-opus-rev1.slangp

1 Like

What do you do when you’re satisfied with your universal general purpose shader preset? Make console or game specific presets? No! You try to make the most obnoxiously terrible garbage preset possible.

Which is easier said than done. Some bad Ideas nurf other bad ideas. Some good ideas sneak their way in. You start seeing things you didn’t realize the shader was capable of before. And ultimately you sacrifice a bit “bad” in the name of “interesting”, but still manage to make something absolutely cursed.

TheCursedSpost

shaders = "18"
shader0 = "shaders_slang/crt/shaders/guest/advanced/stock.slang"
filter_linear0 = "false"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"
alias0 = ""
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"
scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
shader1 = "shaders_slang/crt/shaders/guest/advanced/stock.slang"
filter_linear1 = "false"
wrap_mode1 = "clamp_to_border"
mipmap_input1 = "false"
alias1 = "StockPass"
float_framebuffer1 = "false"
srgb_framebuffer1 = "false"
scale_type_x1 = "source"
scale_x1 = "1.000000"
scale_type_y1 = "source"
scale_y1 = "1.000000"
shader2 = "shaders_slang/crt/shaders/guest/advanced/afterglow0.slang"
filter_linear2 = "true"
wrap_mode2 = "clamp_to_border"
mipmap_input2 = "false"
alias2 = "AfterglowPass"
float_framebuffer2 = "false"
srgb_framebuffer2 = "false"
scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "shaders_slang/crt/shaders/guest/advanced/pre-shaders-afterglow.slang"
filter_linear3 = "true"
wrap_mode3 = "clamp_to_border"
mipmap_input3 = "false"
alias3 = "PrePass0"
float_framebuffer3 = "false"
srgb_framebuffer3 = "false"
scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
shader4 = "shaders_slang/crt/shaders/guest/advanced/ntsc/ntsc-pass1.slang"
filter_linear4 = "false"
wrap_mode4 = "clamp_to_border"
mipmap_input4 = "false"
alias4 = "NPass1"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
scale_type_x4 = "source"
scale_x4 = "4.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
shader5 = "shaders_slang/crt/shaders/guest/advanced/ntsc/ntsc-pass2.slang"
filter_linear5 = "true"
wrap_mode5 = "clamp_to_border"
mipmap_input5 = "false"
alias5 = ""
float_framebuffer5 = "true"
srgb_framebuffer5 = "false"
scale_type_x5 = "source"
scale_x5 = "0.500000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
shader6 = "shaders_slang/crt/shaders/guest/advanced/ntsc/ntsc-pass3.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/advanced/custom-fast-sharpen.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_border"
mipmap_input7 = "false"
alias7 = "NtscPass"
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/guest/advanced/stock.slang"
filter_linear8 = "true"
wrap_mode8 = "clamp_to_border"
mipmap_input8 = "true"
alias8 = "PrePass"
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/crt/shaders/guest/advanced/avg-lum-ntsc.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "true"
alias9 = "AvgLumPass"
float_framebuffer9 = "false"
srgb_framebuffer9 = "false"
scale_type_x9 = "source"
scale_x9 = "1.000000"
scale_type_y9 = "source"
scale_y9 = "1.000000"
shader10 = "shaders_slang/crt/shaders/guest/advanced/linearize-ntsc.slang"
filter_linear10 = "true"
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/guest/advanced/crt-guest-advanced-ntsc-pass1.slang"
filter_linear11 = "true"
wrap_mode11 = "clamp_to_border"
mipmap_input11 = "false"
alias11 = "Pass1"
float_framebuffer11 = "true"
srgb_framebuffer11 = "false"
scale_type_x11 = "viewport"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
shader12 = "shaders_slang/crt/shaders/guest/advanced/gaussian_horizontal.slang"
filter_linear12 = "true"
wrap_mode12 = "clamp_to_border"
mipmap_input12 = "false"
alias12 = ""
float_framebuffer12 = "true"
srgb_framebuffer12 = "false"
scale_type_x12 = "absolute"
scale_x12 = "800"
scale_type_y12 = "source"
scale_y12 = "1.000000"
shader13 = "shaders_slang/crt/shaders/guest/advanced/gaussian_vertical.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_border"
mipmap_input13 = "false"
alias13 = "GlowPass"
float_framebuffer13 = "true"
srgb_framebuffer13 = "false"
scale_type_x13 = "absolute"
scale_x13 = "800"
scale_type_y13 = "absolute"
scale_y13 = "600"
shader14 = "shaders_slang/crt/shaders/guest/advanced/bloom_horizontal.slang"
filter_linear14 = "true"
wrap_mode14 = "clamp_to_border"
mipmap_input14 = "false"
alias14 = ""
float_framebuffer14 = "true"
srgb_framebuffer14 = "false"
scale_type_x14 = "absolute"
scale_x14 = "800"
scale_type_y14 = "absolute"
scale_y14 = "600"
shader15 = "shaders_slang/crt/shaders/guest/advanced/bloom_vertical.slang"
filter_linear15 = "true"
wrap_mode15 = "clamp_to_border"
mipmap_input15 = "false"
alias15 = "BloomPass"
float_framebuffer15 = "true"
srgb_framebuffer15 = "false"
scale_type_x15 = "absolute"
scale_x15 = "800"
scale_type_y15 = "absolute"
scale_y15 = "600"
shader16 = "shaders_slang/crt/shaders/guest/advanced/crt-guest-advanced-ntsc-pass2.slang"
filter_linear16 = "true"
wrap_mode16 = "clamp_to_border"
mipmap_input16 = "false"
alias16 = ""
float_framebuffer16 = "true"
srgb_framebuffer16 = "false"
scale_type_x16 = "viewport"
scale_x16 = "1.000000"
scale_type_y16 = "viewport"
scale_y16 = "1.000000"
shader17 = "shaders_slang/crt/shaders/guest/advanced/deconvergence-ntsc.slang"
filter_linear17 = "true"
wrap_mode17 = "clamp_to_border"
mipmap_input17 = "false"
alias17 = ""
float_framebuffer17 = "false"
srgb_framebuffer17 = "false"
scale_type_x17 = "viewport"
scale_x17 = "1.000000"
scale_type_y17 = "viewport"
scale_y17 = "1.000000"
PR = "0.370000"
PG = "0.400000"
PB = "0.250000"
AS = "0.600000"
sat = "1.000000"
CS = "3.000000"
CP = "4.000000"
TNTC = "1.000000"
LS = "64.000000"
WP = "75.000000"
contr = "-0.500000"
sega_fix = "1.000000"
BP = "22.000000"
vigstr = "0.650000"
vigdef = "0.500000"
quality = "-1.000000"
ntsc_phase = "3.000000"
ntsc_sat = "0.800000"
ntsc_bright = "1.180000"
cust_fringing = "5.000000"
cust_artifacting = "5.000000"
ntsc_sharp = "-10.000000"
blendMode = "0.000000"
CSHARPEN = "5.000000"
CCONTR = "0.250000"
lsmooth = "0.500000"
GAMMA_INPUT = "1.800000"
HSHARPNESS = "2.000000"
SIGMA_HOR = "1.249991"
S_SHARP = "2.000000"
HSHARP = "1.400000"
HARNG = "4.000000"
spike = "1.500000"
SIZEH = "1.000000"
SIGMA_H = "2.500000"
SIZEV = "18.000000"
SIGMA_V = "15.000000"
SIZEHB = "10.000000"
SIGMA_HB = "15.000000"
SIZEVB = "50.000000"
SIGMA_VB = "2.999998"
glow = "-0.100000"
bloom = "-0.050000"
mask_bloom = "2.000000"
halation = "-0.075000"
brightboost = "10.000000"
brightboost1 = "0.250000"
scanline1 = "7.500000"
scanline2 = "0.000000"
beam_min = "0.250000"
beam_max = "3.500000"
beam_size = "1.000000"
vertmask = "0.700000"
scans = "3.350000"
scan_falloff = "0.700000"
scangamma = "0.650001"
rolling_scan = "0.030001"
IOS = "3.000000"
OS = "2.000000"
BLOOM = "10.000000"
warpX = "0.250000"
c_shape = "0.050000"
csize = "0.025000"
bsize1 = "0.060000"
barspeed = "200.000000"
barintensity = "-1.000000"
shadowMask = "7.000000"
maskstr = "1.000000"
mcut = "2.000000"
mshift = "1.500000"
mask_gamma = "3.349999"
slotmask = "0.300000"
slotmask1 = "1.000000"
double_slot = "3.000000"
slotms = "2.000000"
mclip = "1.000000"
dctypey = "0.050000"
deconrg = "-2.500000"
deconrry = "-10.000000"
deconrby = "-4.000000"
decons = "1.200000"
addnoised = "1.000000"
noiseresd = "3.000000"
noisetype = "1.000000"
post_br = "0.860000"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4"
SamplerLUT1 = "shaders_slang/crt/shaders/guest/advanced/lut/trinitron-lut.png"
SamplerLUT1_linear = "true"
SamplerLUT1_wrap_mode = "clamp_to_border"
SamplerLUT1_mipmap = "false"
SamplerLUT2 = "shaders_slang/crt/shaders/guest/advanced/lut/inv-trinitron-lut.png"
SamplerLUT2_linear = "true"
SamplerLUT2_wrap_mode = "clamp_to_border"
SamplerLUT2_mipmap = "false"
SamplerLUT3 = "shaders_slang/crt/shaders/guest/advanced/lut/nec-lut.png"
SamplerLUT3_linear = "true"
SamplerLUT3_wrap_mode = "clamp_to_border"
SamplerLUT3_mipmap = "false"
SamplerLUT4 = "shaders_slang/crt/shaders/guest/advanced/lut/ntsc-lut.png"
SamplerLUT4_linear = "true"
SamplerLUT4_wrap_mode = "clamp_to_border"
SamplerLUT4_mipmap = "false"
2 Likes

Megatron NTSC, SDR mode, 300(?) TVL.

8 Likes

Looks really nice and NTSCish! Don’t forget to remind viewers to increase the brightness of their displays for proper viewing. That’s really easy to do when viewing on a cellphone.

1 Like

CyberLab__RGB-Smooth__PVM-Edition__ADV.slangp paired with Duimons work. Bsnes Core.

Here another taken with my phone to maybe show how it looks in Auto HDR in Windows 11 (HDR is hard to showcase, screenshot doesn’t do it justice, it looks really good)

7 Likes

Just “showing off” some of my latest and greatest preset variations in action!

Right click on the image, click Open in New Tab then press F11 for Fullscreen for 4K users. Zoom in until it looks right for 1440p or 1080p users.

CyberLab_NES_Composite_Slot_Mask_IV_OLED_for_Core_Blargg_S-Video_Filter.slangp + Core Blargg S-Video Filter

CyberLab_Turbo_Duo_Composite_Slot_Mask_IV_OLED_for_CyberLab_Blargg_Video_Filter.slangp + Blargg_NTSC_Turbo_Duo_SNES_PSX_Composite_CyberLab_Special_Edition.filt

CyberLab__Ultimate_Virtual_Slot_Mask_IV_OLED_CRT-NP2RTA__ADV.slangp

On another note IrfanView 64 is a real gem of a tool for quickly and easily reducing 4K PNGs to forum size, while disabling chroma subsampling for preserving even more mask quality!

7 Likes

Wow. That’s a big difference!

Does anyone have a working link, or similar with the same quality?

1 Like

You just need to load preset crt-hyllian-sinc-glow (or any other crt-hyllian variant) and set these two parameters:

PHOSPHOR_LAYOT = 22.00
MASK_INTENSITY = 1.0
1 Like

Follow my Samsung QD-OLED investigation over on the Sony Megatron thread:

4 Likes

Virtua Racing slot mask preset, more here:

3 Likes

Right click on the image, click Open in New Tab then press F11 for Fullscreen for 4K users. Zoom in until it looks right for 1440p or 1080p users.

CyberLab__PSX_Composite__ADV.slangp with Mask size changed to 1.

3 Likes

(crt-guest-advanced-fastest)

10 Likes

Right click on the image, click Open in New Tab then press F11 for Fullscreen for 4K users. Zoom in until it looks right for 1440p or 1080p users.

CyberLab Le’Sarsh Composite Presets

CyberLab_Genesis_Composite_Slot_Mask_IV_OLED_for_CyberLab_Blargg_Video_Filter.slangp + Blargg_NTSC_Genesis_Composite_CyberLab_Special_Edition.filt

CyberLab_SNES_Composite_Slot_Mask_IV_OLED_for_BSNES_Blur_Emulation.slangp

CyberLab Le’Sarsh Presets:

CyberLab__Ultimate_Virtual_Slot_Mask_IV_OLED_CRT-NP2RTA__ADV.slangp

CyberLab Le’Sarsh S-Video Presets:

CyberLab_Turbo_Duo_S-Video_Slot_Mask_IV_OLED_for_CyberLab_Blargg_Video_Filter.slangp + Blargg_NTSC_Turbo_Duo_SNES_PSX_S-Video_CyberLab_Special_Edition.filt

Just wanted to say thanks to @guest.r, @HyperspaceMadness, @Dogway, @aliaspider, @Hyllian and all other shader developers who contributed to HSM Mega Bezel Reflection Shader and made this all possible.

4 Likes

Very happy with this settings:

5 Likes

Generic Megatron presets - RGB and NTSC, ~500 TVL. I’ve been using some photos at RetroRGB for reference.

5 Likes

https://mega.nz/file/VLETjKjS#EWWdYAuqWSok09yh7M0PLESVaA41MEuk4WRjfTHyNlg

This is the only screenshot for now. I need to get some sleep while I still can.

EDIT: More screenshots. Also I will use this opportunity to admit that “Piece” was configured in no small degree around Alisia Deena Rain’s thighs.

Unfortunately I’m noticing some inconsistencies in the new “Piece” presets I wouldn’t be able to forgive myself for… if not for the fact that I worked on them late between work days. The NTSC presets lack my afterglow settings it’s disgraceful.

6 Likes

Sometimes I get tired of all the endless tweaking and then I just use Guest-advanced and guest-ntsc sans masks.

7 Likes

Just showing off what CRT shaders can do!

Right click on the image, click Open in New Tab then press F11 for Fullscreen for 4K users. Zoom in until it looks right for 1440p or 1080p users.

Here’s a look at some of my NES Shader Presets (not Shaders)

6 Likes