@syh The moire mitigation was something I was trying but had commented out, it should be removed.
I should mention again that this is still wip and shouldn’t go into the repo or anything yet, also the fact that it’s bound to a (possibly out of date) copy of the guest-venom shader is an issue why it shouldn’t be distributed widely.
Another change I made to this was swapping in the better geometry deformation that someone posted and hunterk put into Ewa Curvature.
@hunterk, first, thanks a ton for all the work you’ve put into these shaders and communicating to the community about this stuff!!!
I do like the corner vignetting, because I agree with you that full brightness in the corners can easily look really weird. What I meant by corner highlights was that the static white corner highlights I have in the overlay are because they made it feel a bit more like there was a bezel there. Basically they are immitating some sort of lighting from the room. It would be cool to generate these in the shader because then you avoid having to have the overlay match exactly. I was unsure of how to do this because the way I was accessing the coordinates, they act really strange right at the corners
I like the idea of having the overlay in the shader and drawing the reflection on top additivey as this would remove the need for special transparency in the overlay. I attempted this but didn’t figure out the right way to put the texture in. As it is currently being a standard overlay allows it to be set a specific overlay per system, but maybe using separate slangp files for this would work just as well, and would be a good tradeoff for the benefit of having it in the shader.
If I wanted another glow pass to be used only for the reflection how would be best to do that? It seems that repeating the same Glow passes wouldn’t work since they would use the same parameter names.