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uman
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Reged: 04/15/12
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Re: Demystifying hlsl shadow masks.
02/26/16 04:46 PM


> Shadow mask settings for me look different per game resolution and per host PC
> resolution (differing amounts of vertical moire type patterns etc.). So it seems to
> be impossible to get them "right".

It is normal behaviour that shadowmasks look different, on different host PC resolutions. General rule: the higher your display resolution, the better the shadowmask will look, because you have more pixels left to mimic the shadowmask (without scaling it). Also it is possible, to get them "right". If you want better quality shadowmasks, try to increase the x/y prescale factors of the HLSL section. A value of "5" (five) gives a nice, good average and if your graphics card can handle it, you can even try higher values.

I am pretty sure, that in the next release the prescale factors, will be abandoned anyways.

> Is there a guide or default that explains all these settings and how to get them
> "right"? hlsl.txt isn't of much help.

The docs are currently rewritten and i assume there will be better docs very soon.

> shadow_mask_tile_mode 0
> shadow_mask_alpha 0.0
> shadow_mask_texture shadow-mask.png
> shadow_mask_x_count 6
> shadow_mask_y_count 4
> shadow_mask_usize 0.1875
> shadow_mask_vsize 0.25
> shadow_mask_uoffset 0.0
> shadow_mask_voffset 0.0

shadow_mask_tile_mode
is used for the LCD Gameboy shader.

shadow_mask_alpha

is the value for the transparency of the shadowmask. A value of 1.0 is 100% opaque and 0.30 is a good value to start.

shadow_mask_texture

is the name of the texture, that will be used to create the shadowmask. These three shadowmask files are located in the subfolder “artwork” of a MAME install and are used for raster games and colored vector games:

adapture-grill.png
shadow-mask.png
slot-mask.png

Each file represents a different shadowmask.

shadow_mask_x_count
shadow_mask_y_count
shadow_mask_usize
shadow_mask_vsize


These parameters are used to ensure proper alignment and tiling of the texture that is used to generate the shadowmask. HLSL shadowmasks are image-based and are not procedural textures, like mostly used in the OpenGL based pendant shaders.
Therefore it is very important and essential to use correct values.

The following values should be used for the different HLSL shadowmasks:

------------- shadow-mask settings ----------------

shadow_mask_texture shadow-mask.png
shadow_mask_x_count 6
shadow_mask_y_count 4
shadow_mask_usize 0.1875
shadow_mask_vsize 0.25

--------------- slot-mask settings ----------------

shadow_mask_texture slot-mask.png
shadow_mask_x_count 6
shadow_mask_y_count 6
shadow_mask_usize 0.1875
shadow_mask_vsize 0.1875

------------- adapture-grill settings -------------

shadow_mask_texture adapture-grill.png
shadow_mask_x_count 6
shadow_mask_y_count 6
shadow_mask_usize 0.1875
shadow_mask_vsize 0.1875



shadow_mask_uoffset
shadow_mask_voffset


These values move the shadowmask in sub-pixel range Only useful for developing and investigating. Leave it at Zero (default).







Entire thread
Subject Posted by Posted on
* Demystifying hlsl shadow masks. Darkfalz 02/26/16 04:05 PM
. * Re: Demystifying hlsl shadow masks. Jezze  02/26/16 06:32 PM
. * Re: Demystifying hlsl shadow masks. uman  02/26/16 04:46 PM
. * Re: Demystifying hlsl shadow masks. Darkfalz  03/03/16 05:47 PM
. * Re: Demystifying hlsl shadow masks. Traso  03/07/16 11:32 PM
. * Re: Demystifying hlsl shadow masks. R. Belmont  02/26/16 06:26 PM
. * Re: Demystifying hlsl shadow masks. Darkfalz  03/03/16 06:05 PM
. * Re: Demystifying hlsl shadow masks. Jezze  03/03/16 07:17 PM
. * Re: Demystifying hlsl shadow masks. uman  02/26/16 08:12 PM

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