A small update: sgenpt-mix-v9
After working with many other composite shaders lately, I’ve got some feeling about how the dithering filtered should look. I think there’s no good way to mitigate some blends like I tried in the multipass edition. It always looks weird when some pixels aren’t filterd by dithering rules.
This small update is about the single pass version of sgenpt-mix, as I think now it’s the best version I made. Here’s what I changed:
- I noticed the way I blended the dithering was a bit wrong. So I changed it and got a slightly sharper visual;
- Now there are only three types: VL+CB, Only VL and Only CB. I got rid of those soft modes as I think now they’re useless.
So, this screen is from old version 8b:
And this is the new Version 9:
You can see most differences on the dithered water. The new version is sharper. The hud got some shadows too. I think this new version preserves more details while keeping the transparencies.
Here’s a preset I made combining this later sgenpt-mix with my latest crt-hyllian-sinc:
shaders = "4"
feedback_pass = "0"
shader0 = "shaders_slang/dithering/shaders/sgenpt-mix.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/0-hspack/1080p/aperture-grille/hyllian/shaders/support/multiLUT-modified.slang"
wrap_mode1 = "clamp_to_border"
mipmap_input1 = "false"
alias1 = ""
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/0-hspack/1080p/aperture-grille/hyllian/shaders/crt-hyllian-sinc-pass0.slang"
filter_linear2 = "false"
wrap_mode2 = "clamp_to_border"
mipmap_input2 = "false"
alias2 = ""
float_framebuffer2 = "false"
srgb_framebuffer2 = "true"
scale_type_x2 = "viewport"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "shaders_slang/0-hspack/1080p/aperture-grille/hyllian/shaders/crt-hyllian-pass1.slang"
filter_linear3 = "false"
wrap_mode3 = "clamp_to_edge"
mipmap_input3 = "false"
alias3 = ""
float_framebuffer3 = "false"
srgb_framebuffer3 = "true"
scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "viewport"
scale_y3 = "1.000000"
SGPT_BLEND_LEVEL = "1.000000"
LUT_selector_param = "2.000000"
PHOSPHOR_LAYOUT = "2.000000"
BRIGHTBOOST = "1.500000"
CURVATURE = "1.000000"
textures = "SamplerLUT1;SamplerLUT2"
SamplerLUT1 = "shaders_slang/crt/shaders/guest/advanced/lut/ntsc-lut.png"
SamplerLUT1_wrap_mode = "clamp_to_border"
SamplerLUT1_mipmap = "false"
SamplerLUT2 = "shaders_slang/0-hspack/1080p/aperture-grille/hyllian/shaders/support/LUT/some-grade.png"
SamplerLUT2_wrap_mode = "clamp_to_border"
SamplerLUT2_mipmap = "false"
If you don’t know where to get those crt shaders, see this thread. Or just open any crt shader and prepend this sgenpt-mix to see immediate results in dithering.