Custom PPSSPP shaders
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03-06-2017, 09:01 AM
Post: #316
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RE: Custom PPSSPP shaders
Lottes seems fine now with DX11. Thanks!
------------------------------------------------------------------------------ i7 2600K-3.40GHz, P8P67, AMD RX470, 8GB 1600 GSkill, Win 10 Pro |
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03-06-2017, 10:47 AM
(This post was last modified: 03-06-2017 11:22 AM by LunaMoo.)
Post: #317
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RE: Custom PPSSPP shaders
Made one more correction to that Lottes variant as I broke scale functionality by a bit in previous edit ~ again translated shaders are annoying to debug.;c
Edit: Oh and before I forget about it, if @Nick001 is reading this or anyone else who's interested in animating some effects in post process shader properly at 60Hz in games that have 30fps or worse - variable framerate, you can now just add to ini: Code: 60fps=True http://forums.ppsspp.org/showthread.php?tid=6594 - Custom PPSSPP Shaders! http://forums.ppsspp.org/showthread.php?tid=3590&pid=117172#pid117172 - simple CE scripts to help creating CWCheats, https://github.com/LunaMoo/PPSSPP_workarounds - CWCheat workarounds. |
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07-27-2017, 09:35 AM
Post: #318
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RE: Custom PPSSPP shaders
(10-31-2013 05:16 PM)naoan Wrote:I'm hope I'm not necroing this topic, but I just hacked together a new Shader by taking naoan's aa2d3d port and adding his NatAA on top of it, creating NatAA2d3d. NatAA is probably my favorite shader here, and I wanted to see what it would look like if applied to aa2d3d. Unfortunately, aa2d3d makes images a little too blurry, so I may just stick with NatAA until a less blurry anti-aliasing shader which I can add to it comes along. Here is the link to NatAA2d3d:(10-31-2013 03:37 PM)Combone Wrote: @Danyal Zia mediafire.com/file/skkhq7kb5hg3r6u/NatAA2d3d.7z |
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09-06-2017, 02:27 PM
Post: #319
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RE: Custom PPSSPP shaders
Hi @LunaMoo, can you also make @Nick001's arcadescanlines shader pack to HLSL for DX11 backend? Thanks!
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09-06-2017, 09:20 PM
Post: #320
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RE: Custom PPSSPP shaders
Catch:
arcadescanlines1.1 fix d3d11.7z (Size: 2.03 KB / Downloads: 1028) Just a few changes were required for auto translation, but also added 60fps=True to third preset which had some animation I guess, it should make the animation constant even when game stops refreshing. http://forums.ppsspp.org/showthread.php?tid=6594 - Custom PPSSPP Shaders! http://forums.ppsspp.org/showthread.php?tid=3590&pid=117172#pid117172 - simple CE scripts to help creating CWCheats, https://github.com/LunaMoo/PPSSPP_workarounds - CWCheat workarounds. |
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09-07-2017, 06:58 AM
Post: #321
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RE: Custom PPSSPP shaders | |||
09-11-2017, 01:01 PM
Post: #322
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RE: Custom PPSSPP shaders
The retroarch team converted some reshade shaders for me a while back. Lunamoo, can you also add these shaders to your shader suite without any modification other than opengl conversion? I want to be able to not have to use reshade. These 2 shaders create a dreamstate haze that adds to the shaders I like to use. Here they are:
1. https://github.com/libretro/slang-shader...a358.slang 2. https://github.com/libretro/slang-shader...a358.slang Here is the opengl version in reshade that guest.r converted from: https://mega.nz/#!DsVFkTQa!-V2vY-WWZfdlw...fotHacKfqI The file of interest is GAUSS4Sh1nRa358newFW.fx. |
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09-25-2017, 03:46 PM
Post: #323
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RE: Custom PPSSPP shaders
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11-23-2017, 05:14 PM
(This post was last modified: 11-24-2017 07:30 PM by guest.r.)
Post: #324
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RE: Custom PPSSPP shaders
Cheer up m8.
If you need an aa 4.o shader with scanlines i could make you one, so you can use the Reshade preset as before with RA. Otherwise overgrown shaders don't work like real multipass shaders, so the results would not be as expected here. Meanwhile i put together some crt shaders. Since the input resolution is a bit larger than used they should look better on 1440p for example. Shaders have lots of options included, i think there should be no problems in altering some of them. Included are: - crt lottes - the classic - crt hyllian - very nice crt shader - crt easymode - the mighty newcomer (OpenGL only) - crt lottes tv - kinky tv color aberrations, screen cushion Edit: small changes, thanks to Luna for fixing the mask code. |
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11-26-2017, 06:39 PM
(This post was last modified: 11-26-2017 08:22 PM by guest.r.)
Post: #325
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RE: Custom PPSSPP shaders
Been watching PPSSPP is also popular on platforms with less gpu computing power and shader support.
Me and Hyllian developed some very fast and interesting shaders, which could be of use in this ecosystem. The 4xGLSoft does a nice smoothing job on 2D and can be used with higher internal resolutions too. Hyllian's DDT is an upscaling shader (native resolution only), quite sharp and arbitrary, better than 2xSaI in here. (there are some strange lines in D3D11, all fine with OGL, might be an old AMD bug...) If someone tests this on a humble system, would make me happy. Edit: Fixed the DDT issue. |
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12-12-2017, 07:58 PM
Post: #326
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RE: Custom PPSSPP shaders
This might be a silly question...
But if i am able to generate or even handpaint Normal Maps for a specific texture (dumped using the texture export function), is there a way to get those to work as expected using a shader? Would a shader even be able to read texture info the way ppspp could and use that? If at all possible, this could mean drastically improved appearance of models. e.g: Dump texture using "save new texture" feature in psp. Use that texture to generate or guesstimate bump map info. Save that image with same name as texture, maybe add suffix "_normal" Have shader read that info and generate the illusion of geometry/lighting effects? |
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12-12-2017, 09:13 PM
Post: #327
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RE: Custom PPSSPP shaders
That's something Henrik might be best person to answer, even if that's not a work for post process shaders, he's currently experimenting with Vulkan on something that will likely give us a per-texture shaders and that's a completely different level of power which likely could use some additional info provided by texture replacement.
http://forums.ppsspp.org/showthread.php?tid=6594 - Custom PPSSPP Shaders! http://forums.ppsspp.org/showthread.php?tid=3590&pid=117172#pid117172 - simple CE scripts to help creating CWCheats, https://github.com/LunaMoo/PPSSPP_workarounds - CWCheat workarounds. |
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01-19-2018, 04:51 AM
Post: #328
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RE: Custom PPSSPP shaders
(11-26-2017 06:39 PM)guest.r Wrote: Been watching PPSSPP is also popular on platforms with less gpu computing power and shader support. very like this! Thanks x1000! |
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02-10-2018, 01:41 PM
(This post was last modified: 03-26-2018 02:20 PM by Dukatti.)
Post: #329
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RE: Custom PPSSPP shaders
Mixed Bloom, Vignette, Natural Colors, Crt shaders in different combinations
Aim was into getting extra details, color boost and light Used it with: - 4xPSP, 5xPSP - Vertex cache, upscale, lower resolution for effects off - filtering off and nearest - 360p (!!!) or 480p (!) desktop resolution So with all that disabled I got every square visible, making drawings on walls and roads, and forests visible from a far distance. Crt was added to cheat a brain that water is moving, as well as air and fog BloomVignetteCrt is favorite and most often used. In games, where there is already a lot of lighting used VignetteCrt. Where colors are too much blind - NaturalBloomVignette, and again - NarutalVignette for blomless Did it only intuitively, never learned, thx for good structure, comments and variable names. Hoping, that someone will create somethiing more advanced with the main idea. [there are examples in gameplay video thread, though they are anaglyphed, and not in 360p or 480p (where to upload 60fps 360p gameplay? T 0 T)] [Edit:] added fxaa.vsh to an archive [in case of putting to an empty folder instead of default shaders] [Edit2:] use Reshade to add motionblur. |
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03-08-2018, 12:14 PM
(This post was last modified: 03-15-2018 10:17 AM by jdgleaver.)
Post: #330
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RE: Custom PPSSPP shaders
I made a lazy copy/paste port of the zfast_lcd shader from RetroArch. It works quite nicely, so I thought I'd share...
This is a simple shader with a low (negligible?) performance impact. It creates an LCD effect by performing nearest neighbour scaling and adding a subtle grid lattice. The attached ppsspp_zfast_lcd.zip file contains two variants: 1 --- "zfast LCD Shader" This is the one you should use... - It requires a rendering resolution of 1xPSP - It's intended for use with 2D games: you get a nice crisp display, with the grid providing a pleasant antialiasing effect - It's also quite good for lower end android devices that struggle with higher internal resolutions (i.e. 3D games running at 1xPSP on a small screen generally look better with this shader than without...) Here are some random screenshots of the shader in action: 2 --- "zfast LCD Shader HD" This one's probably not very useful, but I made it for completeness... It supports arbitrary rendering resolutions, but only applies the grid effect (i.e. no nearest neighbour scaling, so things can get a little blurry). It adds some texture to the screen, which can look good/bad depending on personal preference. Here are some more screenshots: ------- Both shaders also have a 'Mobile' version. These just force highp precision, which seems to be necessary on android phones and tablets. Oh, and finally - these shaders absolutely REQUIRE a display resolution of AT LEAST 1080p. Lower resolution screens (i.e. 720p/768p) just don't have enough pixels to render the grid correctly, so you get horrible aliasing effects (or no grid at all). ------- EDIT: Well that's embarrassing... Someone just informed me that my shader doesn't work with the Vulkan backend... I've been using OpenGL under Linux/Android, and so didn't know this was a problem... Anyway, I've implemented a workaround and updated the zip file attached to this post - please re-download if you have the old version! |
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