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Simbabbad
MAME Fan
Reged: 10/22/16
Posts: 7
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Not seeing the shadowmask effect
11/01/16 01:34 PM


Hello,

I recently got a much more powerful PC (my previous one was 10 years old), so to enjoy arcade games to their fullest on my 1080p TV, I finally got into advance MAME visual settings and HLSL.

I built artworks for each different game resolution so the scanlines are perfect, I tweaked vector settings, I documented myself a lot and everything looks really nice, but I'm not seeing at all what the shadowmask effect is supposed to do.

My understanding is that it's supposed to add a CRT texture to the screen independent from scanlines, but when I test it by removing the scanlines and putting up shadowmask opacity to (say) 0.75, I simply get a greener/darker screen depending on the texture, there is no nice CRT pattern like in RetroArch with crt-easymode-halation for example.

Why is that? Is this setting for much higher resolutions than 1080p only? Do I misunderstand it? Is there a setting I missed? I use the default MAME raster settings:


Quote:


#
# OSD VIDEO OPTIONS
#
video d3d
filter 0

#
# DIRECT3D POST-PROCESSING OPTIONS
#
hlsl_enable 1
hlsl_oversampling 0
hlsl_write auto
hlsl_snap_width 2048
hlsl_snap_height 1536
shadow_mask_tile_mode 0
shadow_mask_alpha 0.25
shadow_mask_texture shadow-mask.png
shadow_mask_x_count 12
shadow_mask_y_count 6
shadow_mask_usize 0.5
shadow_mask_vsize 0.5
shadow_mask_uoffset 0.0
shadow_mask_voffset 0.0
distortion 0.0
cubic_distortion 0.0
distort_corner 0.0
round_corner 0.0
smooth_border 0.0
reflection 0.0
vignetting 0.0
scanline_alpha 0.50
scanline_size 1.0
scanline_height 1.0
scanline_variation 1.0
scanline_bright_scale 2.0
scanline_bright_offset 0.0
scanline_jitter 0.0
hum_bar_alpha 0.0
defocus 0.25,0.0
converge_x 0.0,0.0,0.0
converge_y 0.0,0.0,0.0
radial_converge_x 0.0,0.0,0.0
radial_converge_y 0.0,0.0,0.0
red_ratio 1.05,0.00,0.10
grn_ratio -0.10,1.00,0.25
blu_ratio -0.25,0.25,1.25
saturation 1.25
offset -0.30,-0.20,-0.05
scale 1.15,1.05,0.90
power 0.90,0.90,1.15
floor 0.025,0.025,0.025
phosphor_life 0.25,0.25,0.25

#
# NTSC POST-PROCESSING OPTIONS
#
yiq_enable 0
yiq_jitter 0.0
yiq_cc 3.57954545
yiq_a 0.5
yiq_b 0.5
yiq_o 0.0
yiq_p 1.0
yiq_n 1.0
yiq_y 6.0
yiq_i 1.2
yiq_q 0.6
yiq_scan_time 52.6
yiq_phase_count 2




I fiddled with it a lot (removing scanlines and putting shadowmask opacity to 0.75 to see it better, prescaling, etc.) but no experimentation change anything. I read tons of online discussions and documentation, but I just don't get it. Many thanks in advance for any explanation.

UPDATE: experimenting with the Slider menu (I use MameUI64), I discovered the shadowmask becomes visible when I apply the effect on the Source and not on the Screen. If I then change both U sizes to 1.00, the effect is decent. But why can't it be applied to the Screen? It's like one single tile is stretched and mapped on the whole screen then. And isn't mapping it to Source misusing the effect? I'm completely lost.
I also noticed that changing the curvature effects turned the screen black. Is it normal?

Edited by Simbabbad (11/01/16 07:37 PM)






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* Not seeing the shadowmask effect Simbabbad 11/01/16 01:34 PM

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