Sure, I'll put in on the list : )
DolphinFX - (Post-processing suite for the OpenGL backend)
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How about adding the latest version of SMAA 1x (as a better/sharper alternative to the somewhat blurry FXAA) and 5xBR (v3.7c+CRT) [best PP shader for 2D] to your PP shader suite?
11-09-2014, 02:07 PM
First and foremost, SMAA would require being integrating into dolphin /w multiple passes (3+), and would require either a: adding two bytecode precomputed textures, or b: implementation of annotations for external texture path handling.
Secondly, the way SMAA works, on a detection level. I don't even think it would anti alias correctly, when upscaled on Dolphin. Leaving FXAA currently superior for this. (Emulation != PC) I already have problems getting FXAA, and the scalars to output correctly. They work best on Auto res scaling, from my own testing. (which is the only testing, as nobody provides me with feedback ;p) Regarding xBR. I could implement that, but it requires modifying the vertex shader. Lastly, Regarding "the somewhat blurry FXAA". Set SubpixMax to 0, and take a screenshot of FXAA off, and on, and show me the blurriness, and I'll look into it, because the previous fxaa implementation for dolphin was an old console version with insanely high dither artifacting. This version is the full high quality FXAA 3.11. Not the mention, I include a high quality unsharp mask with this ; ) If you've any more questions, feel free to ask. 11-09-2014, 03:24 PM
(11-09-2014, 06:52 AM)Asmodean Wrote: Update the above, & added Cel Shading, Local Contrast Adjustment, Scanlines, & Film Grain. This version works nicely for scanlines. Is it possible to add a setting to change the "spacing" between scanlines? (11-09-2014, 03:24 PM)skid Wrote: Is it possible to add a setting to change the "spacing" between scanlines? Well, kind of. I added the option for testing, if you'd like to try it out here. I'm using fragcoord for determining the scan line coordinates, so it's a bit unruly when messing with it, but the option works better than nothing :p. I'd recommend using the direction keys for moving the scanline spacing slider, for better fine tuning. --- Edit: I forgot to mention why I'm using fragcoord. It's because the scan lines will output uniformly regardless of FB size. If I was using uv coord, the lines would be changing each time the resolution was changed etc, and it would be ridiculous. 11-10-2014, 07:50 AM
(11-10-2014, 02:53 AM)Asmodean Wrote:(11-09-2014, 03:24 PM)skid Wrote: Is it possible to add a setting to change the "spacing" between scanlines? Yeh, I tested it out and it is nice. I would like to set it to a maximum of 0.50 (single pixel spacing) though. Could you somehow add an option for uv-coord? The reason is because single spacing scanlines works well on 1x IR but it might be nicer to use double spacing on 2x IR etc. 11-10-2014, 11:38 AM
(11-10-2014, 07:50 AM)skid Wrote: Could you somehow add an option for uv-coord? The reason is because single spacing scanlines works well on 1x IR but it might be nicer to use double spacing on 2x IR etc. Here's that: Link I've added a checkbox for using UV, instead of fragment coordinates. Have a fiddle around with the options, and let me know. Calculating the correct coordinates is done pretty differently when using UV, so I had to use wizardry to try get both coord types to coincide with the same setting values. You may need to tweak the options between the different modes though. I still have it so the scan lines are independent of resolution, I could add an option to take res into account, but then the lines would be inconsistent across different resolutions ofc. --- Side note: It would also help, if people who are using this, could upload screens of their games using the post processing. I could then determine if it's outputting correctly for various people/hw.
Please fix these funny typos in the shader:
Code: BICUBLIC_SCALAR -> BICUBIC_SCALER And for consistency, use just one spelling of Colo(u)r / colo(u)red. Either remove the "u" from the words that use it, or add "u" to the words that don't. Could you also add Point (Nearest Neighbor) scaling to DolphinFX? 11-10-2014, 12:16 PM
(11-10-2014, 11:38 AM)Asmodean Wrote: I still have it so the scan lines are independent of resolution, I could add an option to take res into account, but then the lines would be inconsistent across different resolutions ofc. Thanks for the fast response. I could not get the UV option to create even scanlines. I'll give the above option a try if you create it. Otherwise, the uv option can be removed as it isn't that useful in its current state. |
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