Here rise again on another major update to this project! A major update to the shader pack!
https://mega.nz/file/DAwyEZgQ#_er6RRa4m1d5d399upq52xrkAkcMKy9HGr6SNYf_0wI
Also here’s my big page of the project on Tumblr:
https://pokefan531.tumblr.com/post/766008194709454848/handheld-lcd-shader-projects
Changes:
-Gameboy Micro, DS Lite, and GBA SP (AGS-101) shader added.
-Used a bright portable light that makes out the saturation of GBC and GBA, being on par with Nintendo DS and Micro saturation levels. Previously used my phone’s light which isn’t ideal way to get colors without glass rainbowing on screen in the way.
-Added LUTs on shader presets to emulate the greyscales ramps on GBC, GBA, and PSP, plus colder greyscales for all displays that these old LCD screens have, for preservations. PSP uses pure power Gamma 2.2, GBA nearly uses power pure instead of sRGB curve, and GBC has its own bright curve.
-Removed white balance option since most would want full white balance. Was an option to tune in to my handheld’s whitepoint, but can vary between same units while using same colorspace.
-Fixed gamma correction on the shaders, all fixed 2.2 (was 2.0 due to not knowing how ColorHCFR displayed colors correctly, but now knowing how).
-Reshade LUTs uses MultiLUT to change between normal and cold greyscales between two LUT Textures.
-Added External Gamma option on GBA and GBC own shader to tune incase if you don’t have a specific LUT shader preloaded from the preset. Both default at 0 since the gamma for GBA are set by default, and GBC’s special gamma curve is in place from LUT.
Tools, comparisons, development info, and explanation are included on the tumblr link.
@nfp0 Well now, you can set it to default 2.2 because I have the LCD-cgwg presets configured differently to where GBA and GBC LUT shader have their own gamma before loading the LCD shader.
Edit: More update info