New sonkun crt guest advanced hd presets thread

Been working on some new settings:

Composite:

RGB:

Composite preset:

shaders = "10"
shader0 = "shaders_slang/crt/shaders/tvout-tweaks.slang"
filter_linear0 = "true"
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/mame_hlsl/shaders/old/shaders/mame_hlsl/shaders/mame_ntsc.slang"
filter_linear1 = "true"
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/hd/afterglow0.slang"
filter_linear2 = "false"
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/grade/pre-shaders-afterglow-grade.slang"
filter_linear3 = "false"
wrap_mode3 = "clamp_to_border"
mipmap_input3 = "true"
alias3 = "PrePass"
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/hd/linearize-hd.slang"
filter_linear4 = "true"
wrap_mode4 = "clamp_to_border"
mipmap_input4 = "false"
alias4 = "LinearizePass"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
shader5 = "shaders_slang/crt/shaders/guest/hd/crt-guest-advanced-hd-pass1.slang"
filter_linear5 = "true"
wrap_mode5 = "clamp_to_border"
mipmap_input5 = "false"
alias5 = "Pass1"
float_framebuffer5 = "true"
srgb_framebuffer5 = "false"
scale_type_x5 = "viewport"
scale_x5 = "1.000000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
shader6 = "shaders_slang/crt/shaders/guest/hd/bloom_horizontal.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_border"
mipmap_input6 = "false"
alias6 = ""
float_framebuffer6 = "true"
srgb_framebuffer6 = "false"
scale_type_x6 = "absolute"
scale_x6 = "800"
scale_type_y6 = "source"
scale_y6 = "1.000000"
shader7 = "shaders_slang/crt/shaders/guest/hd/bloom_vertical.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_border"
mipmap_input7 = "false"
alias7 = "BloomPass"
float_framebuffer7 = "true"
srgb_framebuffer7 = "false"
scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "absolute"
scale_y7 = "600"
shader8 = "shaders_slang/crt/shaders/guest/hd/crt-guest-advanced-hd-pass2.slang"
filter_linear8 = "true"
wrap_mode8 = "clamp_to_border"
mipmap_input8 = "false"
alias8 = ""
float_framebuffer8 = "true"
srgb_framebuffer8 = "false"
scale_type_x8 = "viewport"
scale_x8 = "1.000000"
scale_type_y8 = "viewport"
scale_y8 = "1.000000"
shader9 = "shaders_slang/crt/shaders/guest/hd/deconvergence-hd.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "false"
alias9 = ""
float_framebuffer9 = "false"
srgb_framebuffer9 = "false"
scale_type_x9 = "viewport"
scale_x9 = "1.000000"
scale_type_y9 = "viewport"
scale_y9 = "1.000000"
TVOUT_COMPOSITE_CONNECTION = "1.000000"
TVOUT_RESOLUTION_Y = "1024.000000"
TVOUT_RESOLUTION_I = "256.000000"
TVOUT_RESOLUTION_Q = "121.599998"
ntscsignal = "1.000000"
avalue = "0.000000"
bvalue = "0.000000"
ccvalue = "5.994998"
scantime = "28.600300"
notchhalfwidth = "0.000000"
yfreqresponse = "4.599995"
ifreqresponse = "1.750000"
qfreqresponse = "1.450000"
g_crtgamut = "0.000000"
g_vignette = "0.000000"
g_cntrst = "-0.500000"
g_sat = "-0.030000"
g_lift = "-0.030000"
S_SHARP = "0.500000"
HSHARP = "0.000000"
spike = "1.500000"
warpX = "0.050000"
warpY = "0.070000"
csize = "0.035000"
glow = "0.120000"
bloom = "-0.800000"
bloom_dist = "0.400000"
halation = "-0.100000"
gamma_c = "1.250000"
brightboost = "1.000000"
brightboost1 = "1.200000"
scanline1 = "4.000000"
beam_min = "1.799999"
beam_max = "0.950000"
beam_size = "0.000000"
scan_falloff = "0.650000"
shadowMask = "6.000000"
maskstr = "1.000000"
maskboost = "1.200000"
slotmask = "1.000000"
slotmask1 = "1.000000"
slotwidth = "3.000000"
double_slot = "2.000000"
mclip = "0.400000"
smoothmask = "1.000000"
deconrr = "1.000000"
deconrb = "-1.000000"
deconrry = "1.000000"
deconrby = "-1.000000"
post_br = "1.150000"
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"

RGB preset:

shaders = "10"
shader0 = "shaders_slang/crt/shaders/guest/hd/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/hd/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/hd/afterglow0.slang"
filter_linear2 = "false"
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/grade/pre-shaders-afterglow-grade.slang"
filter_linear3 = "false"
wrap_mode3 = "clamp_to_border"
mipmap_input3 = "true"
alias3 = "PrePass"
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/hd/linearize-hd.slang"
filter_linear4 = "true"
wrap_mode4 = "clamp_to_border"
mipmap_input4 = "false"
alias4 = "LinearizePass"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
shader5 = "shaders_slang/crt/shaders/guest/hd/crt-guest-advanced-hd-pass1.slang"
filter_linear5 = "true"
wrap_mode5 = "clamp_to_border"
mipmap_input5 = "false"
alias5 = "Pass1"
float_framebuffer5 = "true"
srgb_framebuffer5 = "false"
scale_type_x5 = "viewport"
scale_x5 = "1.000000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
shader6 = "shaders_slang/crt/shaders/guest/hd/bloom_horizontal.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_border"
mipmap_input6 = "false"
alias6 = ""
float_framebuffer6 = "true"
srgb_framebuffer6 = "false"
scale_type_x6 = "absolute"
scale_x6 = "800"
scale_type_y6 = "source"
scale_y6 = "1.000000"
shader7 = "shaders_slang/crt/shaders/guest/hd/bloom_vertical.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_border"
mipmap_input7 = "false"
alias7 = "BloomPass"
float_framebuffer7 = "true"
srgb_framebuffer7 = "false"
scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "absolute"
scale_y7 = "600"
shader8 = "shaders_slang/crt/shaders/guest/hd/crt-guest-advanced-hd-pass2.slang"
filter_linear8 = "true"
wrap_mode8 = "clamp_to_border"
mipmap_input8 = "false"
alias8 = ""
float_framebuffer8 = "true"
srgb_framebuffer8 = "false"
scale_type_x8 = "viewport"
scale_x8 = "1.000000"
scale_type_y8 = "viewport"
scale_y8 = "1.000000"
shader9 = "shaders_slang/crt/shaders/guest/hd/deconvergence-hd.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "false"
alias9 = ""
float_framebuffer9 = "false"
srgb_framebuffer9 = "false"
scale_type_x9 = "viewport"
scale_x9 = "1.000000"
scale_type_y9 = "viewport"
scale_y9 = "1.000000"
g_signal_type = "0.000000"
g_crtgamut = "0.000000"
g_vignette = "0.000000"
g_cntrst = "-0.550000"
g_sat = "-0.030000"
g_lift = "-0.030000"
S_SHARP = "2.000000"
HSHARP = "0.000000"
spike = "1.500000"
SIGMA_HB = "0.250000"
SIGMA_VB = "0.250000"
warpX = "0.050000"
warpY = "0.070000"
csize = "0.035000"
glow = "0.120000"
bloom = "-0.800000"
bloom_dist = "0.400000"
halation = "-0.100000"
gamma_c = "1.250000"
brightboost = "1.000000"
brightboost1 = "1.200000"
scanline1 = "4.000000"
beam_min = "1.799999"
beam_max = "0.950000"
beam_size = "0.000000"
scan_falloff = "0.650000"
shadowMask = "6.000000"
maskstr = "1.000000"
maskboost = "1.400000"
slotmask = "1.000000"
slotmask1 = "1.000000"
slotwidth = "3.000000"
double_slot = "2.000000"
mclip = "0.400000"
smoothmask = "1.000000"
deconrry = "1.000000"
deconrby = "-1.000000"
post_br = "1.150000"
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"

@Fab I added halation back in and played around with sharpness for the RGB preset, try it out and see what you think.

@SuperieurUltra see how you like that composite preset, I blurred it up once again this time as blurry as the guest ntsc or royale ntsc composite default shader.

4 Likes

It looks nice, maybe still a little to sharp for my liking (maybe it’s the 0,25 sigma, I don’t touch it), but seems on point.

About halation/glow/bloom, I think the point stands in which kind of experience we would like to convey. For a CRT experience I think we should go a little overboard.

The higher the bloom, the lesser is the impact of glow. Tinkering with the settings, it seems that the correct ratio for glow being glowy is something like half the bloom. So, -0,60 bloom, 0,30 glow. It seems a lot, but in motion it’s not that visible. If we want just to add a little touch, 0,20 is the limit, whatever the bloom.

Yesterday I toyed a little with halation. Negative and positive values are almost indistinguable at low values (0.10), but different as you get higher. Negative is more “in the pixel”, it seems to add white to colours; positive is more “glowy/halo/aura” like, adding an halo (ah!) “out of the pixel”, and without affecting colours. I’m thinking I should revert to that, regarding that “CRT experience” I just mentioned.

As for values: -0,20 maybe affects too much colours, so -0,10 or -0,15 should be the ideal; +0,20 could be good, instead, but a little eye straining for very white scenes, and could kill details (like the moon’s in the next screenshot). So maybe +0,10, again, could be the ideal.

Here’s a little experiment going overboard for “CRT experience” (first image is mine, second is with yours new settings).

#reference ":/shaders/shaders_slang/crt/crt-guest-advanced.slangp"
WP = "-40.000000"
vigstr = "0.400000"
glow = "0.300000"
bloom = "-0.600000"
halation = "0.100000"
h_sharp = "4.000001"
s_sharp = "0.400000"
warpX = "0.050000"
warpY = "0.070000"
csize = "0.010000"
bsize1 = "0.100000"
shadowMask = "10.000000"
maskstr = "1.000000"
slotmask = "1.000000"
slotmask1 = "1.000000"
slotwidth = "4.000000"
double_slot = "2.000000"
smoothmask = "1.000000"
post_br = "1.200000"
2 Likes

I see the look you’re going for there, I tried your settings out plus put the glow sigma back to normal and man I almost forgot how glowy things can get lol, not sure I want to go overboard like that plus I like the slightly sharper look I get from lowering the glow sigma. I’ll continue tweaking around with things though.

1 Like

Yeah as I said those settings are a little on the “too much” side, but still it would be nice to check them with a real CRT. For any other use a maximum of 0,20 for glow should be well enough, even less. Keep us updated!

2 Likes

Taking photos from the real thing presents it own challenges, I guess this is in the ballpark of what I’m seeing.

5 Likes

Take a look at this video. It really demonstrates good old school CRT photography and videography techniques.

You can also try Manual/Pro mode on your Camera/Camera App, ISO 100 or 200, Shutter Speed 1/60, WB 5000 or 6500 Auto or Manual Focus in a completely dark room, with a tripod or at least some type of physical stabilization.

1 Like

I know that, but e.g the white balance doesn’t quite work as you’d expect with the OpenCamera app I’m using. I need to pump it up a lot to get the colors on the phone somewhat looking like the CRT, but there’s no way the actual WB is like over 9000. Other apps had their own quirks, and no, I’m not gonna put much more effort in it or get a tripod for the ocassional shot :grinning: The phone is rather old by today’s standards, the original app/ camera api 1 isn’t even able to adjust the necessary settings.

1 Like

Don’t worry about the number, focus on how it looks.

I like that sharp, crisp RGB Mario, above… even if it’s not authentically blurry, it gives the nostalgia feel, but also gives you a nice, modern, easy to look at, playable feel.

2 Likes

That’s exactly the look I’m trying to give, mixing old school with a modern twist, you got it. That’s more or less how the next pack is going to be. Will probably lower contrast to 55 or 50 and play with scanline settings a bit more.

2 Likes

That’s what I go for when I set up or tweak shaders for my personal use. I think most people would not like it, but that’s how I like mine. I think sometimes people are having a contest for what looks the most authentic, but I prefer something nostalgic, but playable. Everybody has their own preferences.

2 Likes

I say if you’re going for authentic then just get a crt, like you I just want a nostalgic look, I think I’m doing alright so far with that look.

4 Likes

New Version Release (11/30/2022)

Changes Made

  • Uses @guest.r’s lateset shader update Version (2022-11-28-r1).

  • Retweaked sharpness for composite presets giving it a more blurry analog-like feel, small sharpness detail tweak on svideo and rgb presets.

  • Retweaked some scanline settings

  • Removed shader borders from all presets allowing you to see all of the image on the edges of the screen (If you’re using any bezels/overlays they usually come with their own pre installed borders anyway).

  • Added a little more contrast and glow making this my most vivid and brightest shader pack to date, @Fab I went a little overboard as you suggested lol.

As always you can grab the new pack in the first post.

6 Likes

I like it, it’s noticeably different while still retaining your style!

3 Likes

Thanks I tried to switch it up a little, I guess the main differences is that it’s a little brighter and scanlines are a little thicker. With thicker scanline though plus with the curvature comes a little more moire, I may go back and do a small tweak in the scanlines settings to try and reduce the moire by just a little bit, other than that I like how they came out especially the composite presets, I think I put the right amount of blur and smoothness to them. Also the negative contrast from the grade shader caught me by surprise, I think that it brings out the colors a bit more.

I may do a quick retweak later today in the scanlines settings to try and reduce the moire by just a little, I’ll see. I might put up a new link later we’ll see. For now I definitely like how my presets came out and I’m hoping everyone likes them.

2 Likes

New Version Release (12/02/2022)

Changes Made

  • Retweaked a couple scanline settings, reduced moire by a little bit compared to the last pack released.

Grab the latest pack in the first post.

1 Like

just found out it is vulkan glcore works

1 Like

Nice. Maybe you’ll figure out what’s been giving you issues with vulkan at some point.

1 Like

I would try to replace the first passes with stock shader if maybe the problem is there. It can be done from the RA menu options, no biggie.

Hi, I am a bit inactive lately and have to catch up a lot. Just wanted share a video from YouTuber Retro Crisis, who made a video installation guide for your Shader. I think you might find it interesting: https://www.youtube.com/watch?v=vDcmPpDUZwA

4 Likes