Custom PPSSPP shaders
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04-05-2020, 12:15 PM
(This post was last modified: 04-05-2020 05:01 PM by guest.r.)
Post: #346
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RE: Custom PPSSPP shaders
Been doing some higher res content shading recently and i've come up with a couple of nice (blending and crt mask) shaders for PPSSPP too.
They play quite well with xBRZ enhanced gfx. with 2x or 3x rendering resolution. If you want to tweak the shaders a bit, there are also options (#defines) present. It's advisable to use mask sizes of 2.0 with 4k etc. Regular version is as heavy as the 5xbr shader, fast version is almost 2x the speed. Happy shading! |
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04-21-2020, 01:19 AM
Post: #347
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RE: Custom PPSSPP shaders
Hello all.
AA 4.o shader can't work Error messages like pictures Is there a solution? PPSSPP version is 1.9.3 |
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04-21-2020, 02:57 AM
Post: #348
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RE: Custom PPSSPP shaders
Hello all.
AA 4.o not work with PPSSPP Error messages like pictures Is there a solution? |
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05-18-2020, 12:41 AM
(This post was last modified: 05-18-2020 01:09 AM by LunaMoo.)
Post: #349
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RE: Custom PPSSPP shaders
It works perfectly fine on my end, althrough maybe you just tried to convert it yourself from some other place and forgot something?
My overgrown shader from the first post now has a new version divided to separate passes since PPSSPP does support multi-pass shaders now, you can just get "LunaVSmoothing.fsh" and edit it to activate AA 4.o then combine with "LunaAll.vsh" and create ini file to set it up for PPSSPP. Next update I'll probably include shader settings, so it all can be changed from PPSSPP UI, I just forget we have shader settings through uniforms now. Edit: Oh I didn't read actual error, your shader copy doesn't have precision declaration, just adding "precision mediump float;" anywhere on the start of the fsh file should fix that issue. PPSSPP has a few backends and translates post process effects automatically for all of them nowadays so things changed a bit from X years ago. 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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06-12-2020, 02:56 PM
Post: #350
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RE: Custom PPSSPP shaders
I guess the effects are fairly subtle, but I think it's worth playing around with...
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07-07-2020, 10:36 AM
Post: #351
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RE: Custom PPSSPP shaders
How hard would it be to make 16 bit shaders for kicks. It'd be hilarious to play a 16 bit Monster Hunter lol
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07-10-2020, 01:23 AM
Post: #352
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RE: Custom PPSSPP shaders
Color reduction is pretty easy, but nothing fun to see there.
Here: Code: #define Red 5.0 That should result in standard hi color / 16 bit, you can mess around RGB values pretty easily to get different reduction. 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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09-12-2020, 04:10 PM
Post: #353
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RE: Custom PPSSPP shaders
this doesn't work for me, i have pasted all the shaders on the shaders folder but my ppsspp doesn't recognize em
(09-29-2013 10:26 PM)LunaMoo Wrote: It started some time ago with just my fast growning customizable shader for quite a while, but finally we have more than one shader here, so slight reformat was needed. |
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10-08-2020, 03:32 PM
(This post was last modified: 10-09-2020 05:47 PM by LunaMoo.)
Post: #354
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RE: Custom PPSSPP shaders
If it doesn't show shaders on the list it means you're missing the ini file(or copied/extracted files to wrong place).
Anyway I just updated my shader pack cutting it to basic effects, many which are already existing in PPSSPP, but my versions allow each effect to be selected for in-game, video or both and all have their settings exposed to PPSSPP UI so you don't have to edit files manually anymore(one exception, I left 2 settings from simple scanline shader since it had too many to work with dynamic UI, that's also why I had to cut the shadeboost to 5 different shaders;c). There are some limitations like flags are persistent so if you pick a normal upscale shader like xBR or xHQ it will affect all other effects with it's upscale flag, but I added a scalable xBRZ effect which works without that flag. Also SSAA, it can't just be turned off, so if one of the effects has it, all will use it so look out when mixing very heavy effects with SSAA. Unfortunately different backends have shaders translated automatically and the translation is not perfect, so some of the effects might not compile or appear broken in different backends, don't have time to test everything and find workarounds for those translation errors, 90% of the time some function just doesn't translate or translate poorly and the math has to be written in different way. I believe only 1 effect is currently broken in Vulkan(works fine in OGL) - it's bilateral filtering, in d3d backends it might be worse. Download is under the same link like always in the first post. Oh and yeah for those that aren't yet aware PPSSPP does have a chain post process effects now, basically what's known as multi pass shaders, so the results can be much better in some cases. I'd recommend using latest PPSSPP version since the UI and some other things simply DON'T exist in last release version, I did included older versions of the shader pack in the archive, but really just get latest PPSSPP. Edit: And to spread even more awareness, PPSSPP support it's original(non PSP) CWCheat code types supporting shader modification(and vibration, but xinput/windows only for that soo far) based on game memory, so you could mod the game to trigger some shader effect. 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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10-09-2020, 06:52 AM
(This post was last modified: 10-11-2020 04:12 AM by iota97.)
Post: #355
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RE: Custom PPSSPP shaders
(10-08-2020 03:32 PM)LunaMoo Wrote: I left 2 settings from simple scanline shader since it had too many to work with dynamic UI, that's also why I had to cut the shadeboost to 5 different shaders You can have all the setting for the scanline shader in the UI as this: 1) have noGradient as a setting instead of the Game/Video/All one (just output always) 2) Use Visible=false to hide it 3) Make a new shader that have Game/Video/All setting, the previous hidden one as parent and switch between sampler0 and sampler1 to apply or not the effect 4) Making 2 different shader one for horizontal and one for vertical scanline should get the last setting as well You may make a generic Game/Video/All shader to be applied last in the shader chain by the user, may a bit less user friendly tho' It's also possible to chain all shaderboost and have only 1 visible with all settings, might give performance problem with 5 shader on mobile, not sure about how much it will cost I was also wondering as this is way more user and UI friendly now it might be worth just include in PPSSPP with the other default shader? Edit: actually will not work in some chained situation, woops I always forgot some cases xD |
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10-26-2020, 07:52 AM
Post: #356
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RE: Custom PPSSPP shaders
You are of course correct!
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01-04-2021, 06:25 AM
Post: #357
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RE: Custom PPSSPP shaders
(10-08-2020 03:32 PM)LunaMoo Wrote: ...PPSSPP does have a chain post-process effects now, basically what's known as multi-pass shaders, so the results can be much better in some cases. @LunaMoo Is this enabled by default? Does it mean I can select multiple shaders? Sorry, I'm new to this. All I know is to play games. I would like to have better graphics. I am currently playing a very old game Patapon and I'm hoping I could make it more HD-ish. My current GRAPHICS settings are: D3D11 Buffered Auto Frameskip: On (1) Postprocessing shader: LCD3X (didn't change the below values) 10x PSP Vsync ON Hardware Transform ON Software Skinning ON Vertex Cache ON Lazy texture caching ON Retain changed textures ON Spline/Bezier quality HIGH Hardware Tessellation ON Upscale x5 Hybrid + Bicubic Anisotropic x16 Texture filtering LINEAR Screen scaling LINEAR Others not mentioned are off. Thank you in advanced! |
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01-05-2021, 02:50 AM
Post: #358
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RE: Custom PPSSPP shaders
@iota97
I really don't want to repeat one program multiply times just to fit all the settings which would not be used together anyway just to have color modifiers under one selection, through maybe less generic names for each group of color mod would be an improvement. The same for video awareness, I don't want to run some lenghty code just to later disable it, when I can just skip doing all the work when the selected effects should be disabled. But with that the logic would also change in an undesirable way, I don't want to swith a bunch of starting effects off when in-game starts or video starts, but a different mix of them for video and in-game. With video awareness as separate effect you only could disable some effects which you place before other effects, when for example video starts playing or other way around, you could not make a different selection for both modes. nor use them further in the chain behind effects that should apply to either. @CapedBaldy The effects are enabled by default if you choose them from the list, but you need latest PPSSPP version(NOT release version, which is quite outdated currently) to use chain shaders with options. As far as I just tried the LCD one works fine under D3D11 in latest PPSSPP at least on Nvidia's Ampere gpu, in general gaming gpu's should be fine, but can't say that about intel or mobile gpu's since they are really awful by design, in the past I did tried to make as many effects as possible work on everything, but since we now have multiply gpu backends and post process shaders are auto-translated between them, it sometimes is really hard to make it work under all conditions especially when it's the translation that fails. Code: Auto Frameskip: On (1) Code: 10x PSP Code: Vertex Cache ON Code: Lazy texture caching ON Code: Hybrid + Bicubic Just because something is on the bottom of the list, doesn't mean it's best, dunno really why we keep 4 texture scaling algorithms when only xBRZ and Bicubic are different, hybrid barely differs from xBRZ and performs horribly when compared, and hybrid + bicubic are really countering each other while being even heavier. When not using Vulkan you are limited to CPU texture scalers and there's no CPU that can scale textures in real time without ruining frametime causing stutters etc. that's possibly why you used frameskipping, but it's not worth it, especially when you plan to obfuscate everything with an old lcd shader. Code: Texture filtering LINEAR Code: Others not mentioned are off. 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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02-01-2021, 09:55 PM
(This post was last modified: 02-01-2021 09:58 PM by isamiyuu2013.)
Post: #359
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RE: Custom PPSSPP shaders
(05-18-2020 12:41 AM)LunaMoo Wrote: It works perfectly fine on my end, althrough maybe you just tried to convert it yourself from some other place and forgot something? Sorry, I always thought no one would reply to me, thank you so much! According to your method, it is ready to use! |
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02-23-2021, 06:16 AM
Post: #360
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RE: Custom PPSSPP shaders
for some reason, your current custom shaders doesn't work with the current github build.... makes me wonder what changes did they do....
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