slang-shaders/bezel/koko-aio/docs.md

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**koko-aio-slang parameters documentation**
**Color corrections:**
Modify luminance, saturation, contrast, brightness and color temperature of the
signal, at "input" stage.
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Gamma correction is applied to the final processed picture.
**FXAA:**
Apply the well known antialiasing effect by Nvidia.
Use it if you don't want to blur the image and you still don't like
jagged or too much pixelated images.
**RGB deconvergence:**
Shift R,G,B components separately to mimic channel deconvergence.
By varying Red, Green and Blue offsets, the relative component will be
shifted column by column, row by row.
**CVBS: NTSC color artifacts: **
Tries to emulate typical NTSC color artifacting without emulating
full NTSC coding/decoding pipeline.
While it improves the look of NTSC content, don't expect it to be
an accurate emulation (yet?)
As today, it is enough to emulate rainbowing effects on genesis.
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**CVBS: Bandwidth limited chroma:**
Will cause an horizontal chroma bleed which cheaply mimics the effect of
poor composite video signals.
It can be used with RGB shifting and image blurring to give the picture
an ntsc look without dealing with specific encoding/decoding stuffs.
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**Glowing Input/power:**
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Emulate the CRT glowing "feature", so that the brighter areas of
the image will light their surroundings.
Input signal glow strength:
The input signal gain
Sharpness (horizontal, vertical):
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How much the glow will "spread".
When pushed to its maximum value, no blurring will occour.
Gamma:
Controls how much the signal has to be bright to produce the glow.
Glow to blur bias:
Modulates between glow (0.. brighter colors expands over darker ones)
versus blur (..1 all the colors are blurred)
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**RGB Masks and/or Darklines:**
Emulates CRT RGB phosphors (RGB Mask),
slotmasks and aperturegrille (Darklines).
(HiDPI) Vmask and Darklines multiplier:
This shader is tuned for 1080p, but ff you have an HiDPI display
you may want to scale this filter by a factor.
Vmask Strength:
How much will the RGB mask be visible.
. (LoDPI) Green,Magenta -> BGR:
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By exploiting common monitors RGB subpixel order, this causes
the RGB mask, to be emulated by using just 2 pixels instead of 3.
Very useful for 1080p (or lower) displays and to keep more brightness.
If you have reddish tint, please double check that your monitor is
running at native resolution and the operating system is not scaling
the screen.
. Horizontal Gap between triads:
In real displays, rgb triads are separated by a black space.
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You can emulate it by turning this feature on.
. Affect bright colors:
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Emulating RGB masks will lower the resulting image brightness and you
cant just push input signal brightness without clipping the signal.
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By using this option, the RGB mask will be less evident on brighter
colors.
However, it is advised to use the "Halo" feature instead (see later)
ft your system can handle it.
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Darklines: strength:
How much will the horizontal darklines be visible.
. Triad offset:
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When drawing "straight" horizontal darklines, you can emulate CRT aperture grille.
But if you want slotmasks instead, you need to vertically
offset them every RGB triad.
However, slotmask emulation can be enabled via a superior implementation
if you enable scanlines (see below).
. Triad height:
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Basically tells the shader how much a triad has to be high.
Darklines: affect bright colors:
See "RGB Mask: affect bright colors"
**Halo:**
Emulates the effect of the brighter pixels reflected by the CRT glass
that lights nearby zones (a sort of tight bloom).
The light is meant to be spreaded in a way that it nulls the effect of the
dark scanline parts, darklines and the RGB masks.
So you can use this to restore the brightness and color saturation
loss when using features like scanlines, darklines or RGB masks.
Light up scanlines too:
Theoretically Halo have to be applied
"over" everything, because that is the way it works in nature.
But you can choose to cheat and instead apply scanlines over the halo
instead.
Do this if you like much more pronunced scanlines, even at the
price of some graphical artifacts visible on high contrasted areas.
Refer to "Glowing Input/power" for other parameters meaning.
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**Scanlines:**
Emulate CRT scanlines.
Scanlines gap brightness:
controls how "little" they will look pronunced.
You can even use a negative value to make the scanline more evident,
but graphical glitches may occour.
Scanlines gap brightness:
Controls how much the gap between scanlines is dark.
Compensate brightness loss:
Will make scanlines brighter, where possible, to compensate for the
loss of brightness given by the dark gap between them.
Scanlines bleeding:
Will cause the scanline itself to light the scanline gap (dark) part.
You may use it to keep a good picture brightness level.
Interlace flicker:
Emulates the flickering issues present on crt interlaced screens
where the brighter lines flickers when they are near dark ones.
You can choose to produce the flickering: never, always or only
when the input picture is considered interlaced.
The threshold for that is defined in config.inc
with the parameter: MIN\_LINES\_INTERLACED.
Disable on interlaced screen:
You can choose to completely disable scanline emulation when
the input picture is considered interlaced.
Slotmask type (don't use with darklines!)
You may want to draw slotmasks alongside the scanlines to sync their heights
and avoid graphical glitches.
If you enable this feature, it is highly recommended to disable darklines.
Darklines will still used when dealing with interlaced or flickering screens.
Type 0 allows you to configure strength and stagger
Type 1 produces tinner slotmasks, but with fixed stagger
Type 3 os fixed and produces heavier and thinner slotmasks without scanlies at all.
Slotmask strength
The strenght of the slotmask (available on type 1 and 2 only)
. Offset
This is the slotmask offset/stagger, (available on type 1 only)
Keep it around 79 or all the way to max
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**Bloom:**
Acts like Halo, but affects a much wider area and is more configurable.
By using this effect and playing with its parameters, you can achieve funny
or even artistic results.
Final mix:
Modulates between the original images and the bloomed one.
Radius:
Controls how much the bloom has to be wide.
Quality:
How much the shape of the bloomed picture will reflect the original one.
Input Gamma:
Use this as a threshold to control how much a pixel has to be bright
to produce a bloom effect.
Power multiplier:
Just apply a gain to the final bloom.
Output Gamma:
Play with it.
Strength on bright areas:
Since the light produced by the bloom effect is added to the underlying
image, it can produce burn effects on the already bright areas.
This is actually an hack that will avoid to bloom them.
Don't use too low values.
Bypass:
See how the bloomed image looks alone.
**Curvature:**
Emulates a curved CRT display.
WARP X, WARP Y:
control how much the display is curved along its axes.
Corner radius, Corner sharpness:
Control the "smoothness" of the display corners.
**Bezel:**
Draws a monitor frame with simulated reflections from the game content.
The monitor frame is an image loaded by the shader and is shipped
in the "textures" shader subdirectory, named "monitor\_body.png"
It has been made with the following rules that may come handy
only if you want to edit it; otherwise go on.
- The red channel represents the luminance information
- The green channel represents the highlights
- The alpha channel in the inner frame represents the part of the bezel
that will be filled by the game content
- The blue channel represents the part of the bezel that will be filled by the game reflection.
Bezel color (red,green,blue) and contrast:
Allows to choose the color of the monitor frame.
Image zoom:
Allows to shrink or expand the game content to fit the monitor frame.
Frame zoom:
Allows to shrink or expand the monitor frame to fit the game content.
Image Border:
Draws a black border around the game content.
Reflections zoom:
"Zoom" the reflections if they don't match the content.
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**Backgound image:**
Draws an image on screen picked from the "textures" shader subdirectory,
named: background.png<br>
**-> It is needed that you set retroarch aspect to "Full" <-**
( Settings, Video, Scaling, Aspect Ratio = Full )
The image is painted "under" the game content and under the monitor frame by
default, and his alpha channel will let you see ambient lighs (see next).
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Image over content (alpha channel driven)?:
...however you can paint the image over the game content and over the
monitor frame itself by selecting this option.
If you do so, the alpha channel of the background image will be used to
let you view the underlying content.
Shift(Zoom) Image over X(Y) axis:
move or zoom the whole background image.
Rotate image mode
This could be needed when dealing with vertical games.
Use -1 to let the shader try to guess if the rotation is needed.
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**Ambient light leds:**
Emulates the presence of led strips under the monitor that lights the
surroundings according to the edges of the game content.
**-> It is needed that you set retroarch aspect to "Full" <-**
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( Settings, Video, Scaling, Aspect Ratio = Full )
Slowness:
How much will the leds will take to reflect the game content.
It may sound silly to make them slow, but if they reacts too fast,
they may distract you.
Keep in mynd that there is a scene detection logic that will make them
react as fast as possible when a scene change is detected.
Light Falloff:
How wide is the area illuminated.
Led power:
Leds post gain.
Note: To avoid burn-in effects, keep Light Falloff + Led power < 1.4
**Aspect Ratio:**
When using effects that need Retroarch aspect ratio option
to be set to "full", you have to provide the source aspect
ratio to the shader.
Use -6 for MAME cores that pre-rotates the game (TATE mode)
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Aspect Ratio Numerator:
Setting non positive value here will switch to a predefined
aspect ratio from the following list:
0 = 1.33 MAME
-1 = 1.55 NTSC
-2 = 1.25 PAL
-3 = 8/7 Snes
-4 = 10/7 Megadrive
-5 = Uncorrected
-6 = 0.75 MAME rotated 1.33 games in TATE mode
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Aspect Ratio Denominator:
As long as Aspect Ratio Numerator is positive, this will
be used as the denominator of the fraction.
**Luminosity dependant zoom:**
On older CRT monitors, the picture gets bigger when the image was brighter.
**Vignette:**
Will cause uneven brightness of the image, more at the center,
less at the edges.
**Spot:**
Simulates external light reflected by the monitor glass.
**Alternate line blanking:**
CRT monitors \*real\* refresh was amazing, today is just "meh" in most cases.
This emmulates the low pixel persistance of CRT monitors
and reduces the motion blur, typical of LCD displays, by blanking even/odd
screen lines on even/odd frames, by sacrificing image brightness, ofc.
Frame insertion strength:
How much the line will be blanked.
Dark lines period:
You can blank single line or a group of them at once.
See what performs better on your display.