Uborder shaders

looks like your sonkuns uborder preset did not fix the problem now i have this error [ERROR] [Vulkan]: Duplicate parameters found for “internal_res”, but arguments do not match.

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I was AFK for a while. :grin:

One additional layer, if it doesn’t affect performance, is certainly a welcome feature.

Take care of the rabbit hole though, one additional layer was how it all began with the Mega Bezel. :innocent:

Now we have 8 layers for the graphics, and 4 for the screen. (And I would hate to give up any of them.)

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I think 2 is enough for uborder. It covers most use cases.

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I can’t reproduce your error, because your presets work here. Did you update your guest shaders to latest?

Hi @Hyllian. Sorry if I’m mistaken, but this new feature can I use it for marquees in vertical overlays as I mentioned weeks ago? Maybe I got it wrong (my english does not help either).

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That’s one of the use cases. Yes, LAYER2 can be used as a marquee (if I understand what is it.)

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Looks amazing! Can you share the preset?

shaders = "5"
shader0 = "../../shaders/shaders_slang/bezel/uborder/shaders/support_shaders/koko-ambi-standalone/0_koko-ambi-stock.slang"
filter_linear0 = "true"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "true"
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/shaders_slang/bezel/uborder/shaders/support_shaders/koko-ambi-standalone/1_koko-ambi-avglum.slang"
filter_linear1 = "true"
wrap_mode1 = "mirrored_repeat"
mipmap_input1 = "true"
alias1 = "avglum_pass"
float_framebuffer1 = "false"
srgb_framebuffer1 = "false"
scale_type_x1 = "source"
scale_x1 = "1.000000"
scale_type_y1 = "source"
scale_y1 = "1.000000"
shader2 = "../../shaders/shaders_slang/bezel/uborder/shaders/support_shaders/koko-ambi-standalone/2_koko-ambi-temporal.slang"
filter_linear2 = "true"
wrap_mode2 = "clamp_to_border"
mipmap_input2 = "false"
alias2 = "ambi_temporal_pass"
float_framebuffer2 = "true"
srgb_framebuffer2 = "false"
scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "../../shaders/shaders_slang/bezel/uborder/shaders/support_shaders/original.slang"
filter_linear3 = "false"
wrap_mode3 = "clamp_to_border"
mipmap_input3 = "false"
alias3 = "OriginalFake"
float_framebuffer3 = "false"
srgb_framebuffer3 = "false"
scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
shader4 = "../../shaders/shaders_slang/bezel/uborder/shaders/content_koko_ambi/crt-nobody.slang"
filter_linear4 = "true"
wrap_mode4 = "clamp_to_border"
mipmap_input4 = "false"
alias4 = ""
float_framebuffer4 = "false"
srgb_framebuffer4 = "false"
scale_type_x4 = "viewport"
scale_x4 = "1.000000"
scale_type_y4 = "viewport"
scale_y4 = "1.000000"
AMBI_STEPS = "5.000000"
AMBI_INT_OFFSET = "0.450000"
AMBI_POWER = "11.000301"
AMBI_FALLOFF = "0.600000"
AMBI_STRETCH = "0.400000"
AMBI_GAMMA = "2.300000"
fr_aspect_y = "5.780000"
fr_zoom = "45.799984"
fr_center_y = "1.000000"
bz_lights = "0.000000"
bz_shine_enable = "0.000000"
bz_ambient_enable = "0.000000"
bz_blur_iter = "16.000000"
bz_ref_str = "0.550000"
bz_inner_bezel_x = "0.004000"
bz_inner_bezel_y = "0.004000"
bz_middle_bezel_x = "0.015000"
bz_middle_bezel_y = "0.025000"
bz_outer_bezel_x = "0.000000"
bz_outer_bezel_y = "0.000000"
bz_transparent = "1.000000"
bz_outer_curve = "1.000000"
bz_radius = "0.015000"
bz_red = "25.000000"
bz_green = "25.000000"
bz_blue = "25.000000"
bz_ambient = "0.000000"
bz_ambient_size = "0.000000"
border_weight = "0.250000"
h_shape = "1.000000"
h_radius = "4.999999"
h_cornersize = "0.020000"
CN_BEAM_MIN_WIDTH = "1.000000"
CN_SCAN_SIZE = "1.000000"
textures = "BORDER;LAYER2"
BORDER = ":/overlays/arcades/sammy_aw.png"
BORDER_linear = "true"
BORDER_wrap_mode = "clamp_to_border"
BORDER_mipmap = "false"
LAYER2 = ":/shaders/shaders_slang/bezel/uborder/textures/borders/default_layer2.png"
LAYER2_linear = "true"
LAYER2_wrap_mode = "clamp_to_border"
LAYER2_mipmap = "false"
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Uborder | Koko

https://www.youtube.com/watch?v=abzmyEJlLT0

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Awesome stuff! Where is that border image you showed from?

I think it’s the NAOMI_generic.png file or kofnw.png (Sammy Atomiswave) from Mr. RetroLusts

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Nice that it works on ancient RA 1.0.0.3.

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New release: Uborder-v0.3.1

  • Add dimming controls to border and layer2 (for lights OUT config);
  • Add SOQUEROEU presets to uborder_packs.

With these controls you can decide if the layer2 elements are passive or active. If they emit light, they’re active, which means they shouldn’t dimm when lights are OUT. The default value is 0.5, for passive elements. Increasing to 1.0, means they emit light and won’t dimm when lights are out.

With that param I could turn the lights out on SOQUEROEU pack and keep the LEDs ON! Because they’re active elements. I think Marquee are active too (the ones with leds internally.)

Other than that, I’ve added the SOQUEROEU preset pack into uborder_packs. It’ll point to original SOQUEROEU’s pack of pngs, which are the ones from ‘Mega_Bezel_Packs/Soqueroeu-TV-Backgrounds_V2.0’ folder, so if you have it, you don’t need a re-install.

Inside ‘uborder_packs\Soqueroeu-TV-Backgrounds\base_presets’ you’ll find three base presets that can be configured. You can choose the crt shader to be loaded and if you prefer with or without koko-ambi.

Some screens (this pack was made for 4k displays. Unfortunately, I only test on 1080p, so maybe some screens aren’t as good as they should):

00024-250222-081736 00024-250222-081724 00024-250222-081636 00024-250222-081508 00024-250222-081336 00024-250222-081209

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Soqueroeu presets are a great addition, those monitor and background are looking great with uborder!

One thing, I might be wrong, but I see that now also uborder-koko-ambi have the option for integer scaling (I think previous release didn’t have it), will be eventually added also for the “normal” koko-ambi?

Also this ambi light is looking better and better and i’m thinking to “convert” my presets to it…

:+1:

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Any tips to achieve something similar? It has a blur so you can’t see a cut.

(MegaBezel example)

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Pure koko-ambi-crt without background uses an old uborder shader. I can add the integer scaling param on future releases.

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Is that GLASS preset?

Looks like a reflection that can goes on to the borders or get soft-limited before like that on your screen.

MBZ_3_STD

These are the parameters:

#reference "shaders_slang/bezel/Mega_Bezel/Presets/MBZ__3__STD.slangp"
HSM_BZL_OPACITY = "0.000000"
HSM_BZL_WIDTH = "400.000000"
HSM_BZL_HEIGHT = "400.000000"
HSM_FRM_OPACITY = "0.000000"
HSM_FRM_TEXTURE_OPACITY = "0.000000"
HSM_FRM_INNER_EDGE_THICKNESS = "0.000000"
HSM_REFLECT_CORNER_FADE = "7.000000"
HSM_REFLECT_CORNER_FADE_DISTANCE = "15.000000"
HSM_REFLECT_GLOBAL_AMOUNT = "85.000000"
HSM_REFLECT_DIRECT_AMOUNT = "168.000000"
HSM_REFLECT_FULLSCREEN_GLOW = "0.000000"
HSM_REFLECT_RADIAL_FADE_WIDTH = "41.000000"
HSM_REFLECT_RADIAL_FADE_HEIGHT = "50.000000"
HSM_VIEWPORT_ZOOM = "100.000000"
HSM_NON_INTEGER_SCALE = "94.000000"
HSM_BG_OPACITY = "0.000000"
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = "75.000000"
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I was trying to have a go with uborder-koko-ambi, in my presets I prepend grade.slangp but doing so with uborder-koko-ambi grade affects the ambi light instead of the game image :thinking:

what I did was simply loading uborder-koko-ambi-crt-guest-advanced.slangp then prepend grade.slangp then save and re-call it with my params chain.

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