Some dithering are ignored more or less depending on the mitigation settings. If you want full filtering, then set all mitigations to ZERO. The drawback is that false positives will happen more.
Those fog on SOR are really a mess of patterns. The best way to filter that is setting mitigations to ZERO.
And, NO, the cross in Sonic and Mario aren’t fixed, yet.
The new advancements I’ve got with this release are mitigations for Vertical Lines dithering. If you set them to ZERO you’ll see how blurred the image appear. But, setting mitigations to some positive values, most blurring are gone.
BTW, here’s a preset combining it with a crt shader (it needs to be put inside crt folder and it load sgenpt-mix-multipass from dithering folder):
shaders = "11"
shader0 = "../dithering/shaders/sgenpt-mix/linearize.slang"
filter_linear0 = "false"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"
alias0 = "LinearGamma"
float_framebuffer0 = "false"
srgb_framebuffer0 = "true"
shader1 = ../dithering/shaders/sgenpt-mix/sgenpt-mix-pass1.slang
filter_linear1 = false
scale_type1 = source
scale1 = 1.0
shader2 = ../dithering/shaders/sgenpt-mix/sgenpt-mix-pass2.slang
filter_linear2 = false
scale_type2 = source
scale2 = 1.0
shader3 = ../dithering/shaders/sgenpt-mix/sgenpt-mix-pass3.slang
filter_linear3 = false
scale_type3 = source
scale3 = 1.0
alias3 = CB_Output
shader4 = ../dithering/shaders/sgenpt-mix/sgenpt-mix-pass4.slang
filter_linear4 = false
scale_type4 = source
scale4 = 1.0
shader5 = ../dithering/shaders/sgenpt-mix/sgenpt-mix-pass5.slang
filter_linear5 = false
scale_type5 = source
scale5 = 1.0
shader6 = "shaders/hyllian/crt-hyllian.slang"
filter_linear6 = "false"
wrap_mode6 = "clamp_to_border"
mipmap_input6 = "false"
alias6 = "CRTPass"
float_framebuffer6 = "false"
srgb_framebuffer6 = "true"
scale_type_x6 = "viewport"
scale_x6 = "1.000000"
scale_type_y6 = "viewport"
scale_y6 = "1.000000"
shader7 = "../crt/shaders/glow/threshold.slang"
filter_linear7 = "false"
wrap_mode7 = "clamp_to_border"
mipmap_input7 = "false"
alias7 = ""
float_framebuffer7 = "false"
srgb_framebuffer7 = "true"
shader8 = "../crt/shaders/glow/blur_horiz.slang"
filter_linear8 = "true"
wrap_mode8 = "clamp_to_border"
mipmap_input8 = "true"
alias8 = ""
float_framebuffer8 = "false"
srgb_framebuffer8 = "true"
scale_type_x8 = "viewport"
scale_x8 = "0.200000"
scale_type_y8 = "viewport"
scale_y8 = "0.200000"
shader9 = "../crt/shaders/glow/blur_vert.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "false"
alias9 = ""
float_framebuffer9 = "false"
srgb_framebuffer9 = "true"
shader10 = "../crt/shaders/glow/resolve.slang"
filter_linear10 = "true"
wrap_mode10 = "clamp_to_border"
mipmap_input10 = "false"
alias10 = ""
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
parameters = "INPUT_GAMMA;HFILTER_PROFILE;BEAM_MIN_WIDTH;BEAM_MAX_WIDTH;SCANLINES_STRENGTH;COLOR_BOOST;SHARPNESS_HACK;PHOSPHOR_LAYOUT;MASK_INTENSITY;InputGamma;OutputGamma;VSCANLINES;GLOW_WHITEPOINT;GLOW_ROLLOFF;BLOOM_STRENGTH;OUTPUT_GAMMA;CURVATURE;warpX;warpY;cornersize;cornersmooth;noise_amt;shadowMask;maskDark;maskLight"
INPUT_GAMMA = "2.000000"
HFILTER_PROFILE = "0.000000"
BEAM_MIN_WIDTH = "1.000000"
BEAM_MAX_WIDTH = "1.000000"
SCANLINES_STRENGTH = "0.580000"
COLOR_BOOST = "1.300000"
SHARPNESS_HACK = "1.000000"
PHOSPHOR_LAYOUT = "4.000000"
MASK_INTENSITY = "0.700000"
InputGamma = "2.400000"
OutputGamma = "1.000000"
VSCANLINES = "0.000000"
GLOW_WHITEPOINT = "0.900000"
GLOW_ROLLOFF = "3.000000"
BLOOM_STRENGTH = "0.100000"
OUTPUT_GAMMA = "2.200000"
CURVATURE = "0.000000"
warpX = "0.010000"
warpY = "0.020000"
cornersize = "0.010000"
cornersmooth = "280.000000"
noise_amt = "1.000000"
shadowMask = "0.000000"
maskDark = "0.500000"
maskLight = "1.500000"