> > 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).
Thanks for this. It looks better with prescale, but still moire - might be unavoidable with only a 768 display as I am testing currently. I read something about an auto-prescale option in future which would be great. My integrated graphics can only manage up to 3, NVIDIA GPU about 6 is okay.
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