Sony "CRT Pixels" Preset

Edit: there are V2 of this now in "All-in-1 Jobima Presets"

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I did try to make a preset that act like https://x.com/search?q=from%3ACRTpixels%20KV-13M51&src=typeahead_click (also I did use other “CRT Pixels” Sony images like KV-14M10 as reference)

and seems I did it!

shaders = "18"
shader0 = "shaders_slang/crt/shaders/guest/hd/stock.slang"
alias0 = ""
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"
filter_linear0 = "false"
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/crt-resswitch-glitch-koko.slang"
alias1 = "StockPass"
wrap_mode1 = "clamp_to_border"
mipmap_input1 = "false"
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/advanced/afterglow0.slang"
alias2 = "AfterglowPass"
wrap_mode2 = "clamp_to_border"
mipmap_input2 = "false"
filter_linear2 = "true"
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/pre-shaders-afterglow.slang"
alias3 = "PrePass0"
wrap_mode3 = "clamp_to_border"
mipmap_input3 = "false"
filter_linear3 = "true"
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/advanced/ntsc/ntsc-pass1.slang"
alias4 = "NPass1"
wrap_mode4 = "clamp_to_border"
mipmap_input4 = "false"
filter_linear4 = "false"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
scale_type_x4 = "source"
scale_x4 = "4.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
shader5 = "shaders_slang/crt/shaders/guest/advanced/ntsc/ntsc-pass2.slang"
alias5 = ""
wrap_mode5 = "clamp_to_border"
mipmap_input5 = "false"
filter_linear5 = "true"
float_framebuffer5 = "true"
srgb_framebuffer5 = "false"
scale_type_x5 = "source"
scale_x5 = "0.500000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
shader6 = "shaders_slang/crt/shaders/guest/advanced/ntsc/ntsc-pass3.slang"
alias6 = ""
wrap_mode6 = "clamp_to_border"
mipmap_input6 = "false"
filter_linear6 = "true"
float_framebuffer6 = "false"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
shader7 = "shaders_slang/crt/shaders/guest/advanced/custom-fast-sharpen.slang"
alias7 = "NtscPass"
wrap_mode7 = "clamp_to_border"
mipmap_input7 = "false"
filter_linear7 = "true"
float_framebuffer7 = "false"
srgb_framebuffer7 = "false"
scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
shader8 = "shaders_slang/crt/shaders/guest/advanced/stock.slang"
alias8 = "PrePass"
wrap_mode8 = "clamp_to_border"
mipmap_input8 = "true"
filter_linear8 = "true"
float_framebuffer8 = "false"
srgb_framebuffer8 = "false"
scale_type_x8 = "source"
scale_x8 = "1.000000"
scale_type_y8 = "source"
scale_y8 = "1.000000"
shader9 = "shaders_slang/crt/shaders/guest/advanced/avg-lum-ntsc.slang"
alias9 = "AvgLumPass"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "true"
filter_linear9 = "true"
float_framebuffer9 = "false"
srgb_framebuffer9 = "false"
scale_type_x9 = "source"
scale_x9 = "1.000000"
scale_type_y9 = "source"
scale_y9 = "1.000000"
shader10 = "shaders_slang/crt/shaders/guest/advanced/linearize-ntsc.slang"
alias10 = "LinearizePass"
wrap_mode10 = "clamp_to_border"
mipmap_input10 = "false"
filter_linear10 = "true"
float_framebuffer10 = "true"
srgb_framebuffer10 = "false"
scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
shader11 = "shaders_slang/crt/shaders/guest/advanced/crt-guest-advanced-ntsc-pass1.slang"
alias11 = "Pass1"
wrap_mode11 = "clamp_to_border"
mipmap_input11 = "false"
filter_linear11 = "true"
float_framebuffer11 = "true"
srgb_framebuffer11 = "false"
scale_type_x11 = "viewport"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
shader12 = "shaders_slang/crt/shaders/guest/hd/gaussian_horizontal.slang"
alias12 = ""
wrap_mode12 = "clamp_to_border"
mipmap_input12 = "false"
filter_linear12 = "true"
float_framebuffer12 = "true"
srgb_framebuffer12 = "false"
scale_type_x12 = "absolute"
scale_x12 = "800"
scale_type_y12 = "source"
scale_y12 = "1.000000"
shader13 = "shaders_slang/crt/shaders/guest/advanced/gaussian_vertical.slang"
alias13 = "GlowPass"
wrap_mode13 = "clamp_to_border"
mipmap_input13 = "false"
filter_linear13 = "true"
float_framebuffer13 = "true"
srgb_framebuffer13 = "false"
scale_type_x13 = "absolute"
scale_x13 = "800"
scale_type_y13 = "absolute"
scale_y13 = "600"
shader14 = "shaders_slang/crt/shaders/guest/hd/bloom_horizontal.slang"
alias14 = ""
wrap_mode14 = "clamp_to_border"
mipmap_input14 = "false"
filter_linear14 = "true"
float_framebuffer14 = "true"
srgb_framebuffer14 = "false"
scale_type_x14 = "absolute"
scale_x14 = "800"
scale_type_y14 = "absolute"
scale_y14 = "600"
shader15 = "shaders_slang/crt/shaders/guest/advanced/bloom_vertical.slang"
alias15 = "BloomPass"
wrap_mode15 = "clamp_to_border"
mipmap_input15 = "false"
filter_linear15 = "true"
float_framebuffer15 = "true"
srgb_framebuffer15 = "false"
scale_type_x15 = "absolute"
scale_x15 = "800"
scale_type_y15 = "absolute"
scale_y15 = "600"
shader16 = "shaders_slang/crt/shaders/guest/advanced/crt-guest-advanced-ntsc-pass2.slang"
alias16 = ""
wrap_mode16 = "clamp_to_border"
mipmap_input16 = "false"
filter_linear16 = "true"
float_framebuffer16 = "true"
srgb_framebuffer16 = "false"
scale_type_x16 = "viewport"
scale_x16 = "1.000000"
scale_type_y16 = "viewport"
scale_y16 = "1.000000"
shader17 = "shaders_slang/crt/shaders/guest/advanced/deconvergence-ntsc.slang"
alias17 = ""
wrap_mode17 = "clamp_to_border"
mipmap_input17 = "false"
filter_linear17 = "true"
float_framebuffer17 = "false"
srgb_framebuffer17 = "false"
scale_type_x17 = "viewport"
scale_x17 = "1.000000"
scale_type_y17 = "viewport"
scale_y17 = "1.000000"
AS = "0.050000"
CP = "5.000000"
TNTC = "4.000000"
WP = "10.000000"
BP = "-1.000000"
cust_artifacting = "0.200000"
cust_fringing = "0.100000"
ntsc_rainbow1 = "2.000000"
ntsc_taps = "16.000000"
ntsc_charp = "4.000000"
ntsc_charp3 = "2.500000"
ntsc_cscale = "1.250000"
ntsc_cscale1 = "1.150000"
ntsc_ring = "1.000000"
ntsc_shape = "0.500000"
CSHARPEN = "0.100000"
CCONTR = "0.010000"
CDETAILS = "0.500000"
NDEBLUR = "1.250000"
DESHARP = "0.200000"
lsmooth = "0.800000"
GAMMA_INPUT = "2.200000"
gamma_out = "2.146000"
iscans = "1.000000"
HSHARPNESS = "1.000000"
SIGMA_HOR = "0.250000"
S_SHARP = "1.000000"
HSHARP = "1.000000"
HARNG = "0.050000"
spike = "0.500000"
m_glow = "2.000000"
m_glow_low = "5.000000"
m_glow_high = "7.000000"
m_glow_mask = "0.000000"
FINE_GLOW = "3.000000"
SIZEH = "2.000000"
SIGMA_H = "5.000000"
SIZEV = "2.000000"
SIGMA_V = "5.000000"
FINE_BLOOM = "5.000000"
SIGMA_HB = "1.000000"
SIGMA_VB = "0.800000"
glow = "0.030000"
bloom = "0.200000"
mask_bloom = "0.200000"
bloom_dist = "1.000000"
halation = "0.100000"
bmask1 = "-0.200000"
hmask1 = "1.000000"
gamma_c2 = "1.025100"
gsl = "2.000000"
scanline1 = "3.000000"
scanline2 = "4.000000"
beam_min = "2.499999"
beam_max = "1.750000"
tds = "1.000000"
beam_size = "0.750000"
scan_falloff = "0.750000"
scangamma = "4.500001"
BLOOM = "1.000000"
shadowMask = "6.000000"
maskstr = "0.500000"
mcut = "1.200000"
maskboost = "2.000001"
mask_gamma = "3.750000"
smoothmask = "0.500000"
smask_mit = "0.500000"
mclip = "0.100000"
maskmid = "0.500000"
edgemask = "0.500000"
dctypex = "0.500000"
dctypey = "0.500000"
deconrr = "1.000000"
deconrb = "-0.750000"
deconrry = "0.500000"
deconrgy = "-0.250000"
addnoised = "0.020000"
post_br = "1.010000"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4"
SamplerLUT1 = "shaders_slang/crt/shaders/guest/advanced/lut/trinitron-lut.png"
SamplerLUT1_mipmap = "false"
SamplerLUT1_wrap_mode = "clamp_to_border"
SamplerLUT2 = "shaders_slang/crt/shaders/guest/advanced/lut/inv-trinitron-lut.png"
SamplerLUT2_mipmap = "false"
SamplerLUT2_wrap_mode = "clamp_to_border"
SamplerLUT3 = "shaders_slang/crt/shaders/guest/advanced/lut/nec-lut.png"
SamplerLUT3_mipmap = "false"
SamplerLUT3_wrap_mode = "clamp_to_border"
SamplerLUT4 = "shaders_slang/crt/shaders/guest/advanced/lut/ntsc-lut.png"
SamplerLUT4_mipmap = "false"
SamplerLUT4_wrap_mode = "clamp_to_border"

or download All-in-1 Jobima Presets and you will find “Sony CRT Pixels.slangp” in “CRT TV” folder

5 Likes

new update as V2, only in "All-in-1 Jobima Presets"

new update for V2 (in “All-in-1 Jobima Presets” from my github)

before

after

3 Likes

Definitely seeing the progress! Just imagine there are folks who still keep regurgitating the nonsense that you need 4K resolution to have good a good CRT-Shader experience.

Update:

I’m having a second look on my main display and while I can appreciate the additional detail and sharpness as well as the darker Gamma, the image appears slightly oversaturated compared to the older one.

There’s something about the red in Dracula’s cape as well as the blue in Richter’s clothes that seems a bit too loud.

So if I were you, I wouldn’t discard the old preset just yet. Perhaps a more subtle medium can be struck between the two but I think the saturation in the older one is high enough.

4 Likes

thanks for the feedback! I did another update (for V2 ( in “All-in-1 Jobima Presets” from my github))

before

after

3 Likes

I’d say it’s a trade-off. Before looks very balanced in terms of white balance, saturation and detail.

Of course “After” is more vivid with slightly darker gamma, higher contrast and detail as well but less natural brightness, colour saturation and sharpness.

I would keep both around. It’s like having 2 good TVs with different strengths.

2 Likes

well, they always been kept

using image anyone can see the old links and download them (since I don’t delete them from my mediafire)

and same in my github (anyone can back to old Commits and download the old preset)

anyway, I aim for general purposes use, the V2 of “All-in-1 Jobima Presets V1.264” has some problems in 480 mode that I fix in All-in-1 Jobima Presets V1.265

3 Likes

@Cyber seems I downgrade to crt-guest-advanced-2025-09-22-release1 with my last test image!

anyway here with the crt-guest-advanced-2025-09-25-release1

not much difference but there is some difference (that .jpeg compression of this forum seems kill anyway)

2 Likes

after I saw another problem in 480 mode I did another update

its so close to the real sony image from twitter (X)

Screenshot 2025-09-29 at 22-02-03 0e3c6122f211a17e8e87aea3701e5e61483e5e3e.jpeg (JPEG Image 1440 × 1080 pixels)

Screenshot 2025-09-29 at 22-01-30 CRT Pixels __ on X Castlevania Symphony of the Night (1997 Konami) - PS1 Sharp Pixels vs. PS1 Composite via Sony KV-13M51 This could be my new favorite. Notice the way composite color bleed turns a single

https://x.com/CRTpixels/status/1408451743214616587

it’s also close with the other images from CRTpixels

3 Likes

new update

old

new

5 Likes

Superclose indeed! But notice the cooler tones on the CRT. You need D93 or something of the sort for the definitive look :wink:

1 Like

Looks like a Trinitron, so yeah. But, you won’t be able to match the CRT’s 9300k with an LCD…. Well, maybe with a fancy professional display. My HDR1000 MiniLED (like 85% Rec2020 coverage) monitor can’t do it.

2 Likes

Mathematically, maybe not. But perceptually, hell yeah!

(oh and you got a miniled, cool stuff)

1 Like

Well, everyone has different sensitivities, tolerances, priorities, etc.

I notice a pretty stark difference when using 9300k on my Dell CRT Monitor compared to 9300k on the MiniLED. There’s no wash-out or loss of contrast on the CRT. I wouldn’t have a problem using 9300k on a CRT.

2 Likes

CRT skin is a bit too magenta, I feel. Most likely due to camera white balance settings. Shader, a little bit too green. I would say the ideal one lies between the two.

Somewhere around here

863700d30feddeb099bca5e87ec4bbe9551b283c

2 Likes

well, my goal is a general purposes shader, and aside from my fading memory I did try to mach it with " CRT Pixels" images so it should be independent from my display limitations (that why I asked before to have professionally CRT Images database since not all shaders/presets people still has CRT/working-CRT and most people that still do have CRTs dont do shaders/presets stuff)

3 Likes

The whole opening to this game is such a challenging scene in general, lots of dark content and high contrast content that just suffers horribly on an LCD, this type of scene is hard mode for shader tweakers.

Yes, it’s excellent for gamma tests. Not ideal for colour though, with those superdark backgrounds. Extremely cool graphics anyway. Konami hit a homerun with this one.

2 Likes

this kinda has more greenish color

anyway, that not the last update

this is the last one

4 Likes