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.
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.
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"
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.
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)
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!
Wow. That’s a big difference!
Does anyone have a working link, or similar with the same quality?
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
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.
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.
Generic Megatron presets - RGB and NTSC, ~500 TVL. I’ve been using some photos at RetroRGB for reference.
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.
Sometimes I get tired of all the endless tweaking and then I just use Guest-advanced and guest-ntsc sans masks.