if color adjuster is shader 1, make pixel gap shader 2). Apply the color adjuster earlier in the chain than the pixel gap (e.g. In the name of flexibility, I split this up into two shaders: color adjuster and pixel gap. Personally I plan to set it to match the main background color of whatever game I'm playing, so the grid perfectly blends into the empty areas. I also made the grid/background perfectly match the background color of this shot because I prefer it that way, but this can be tweaked in the parameters. The colors aren't exactly right (the best linear regression can do, but the yellow and teal are a bit washed out), and the bloom in the original isn't there (might add this in the future). Okay, not totally perfect, but I'm satisfied with this. The great “Gameboy” shader also has light grid, but will force monochrome if you try to use it for other systems.Ĭan someone explain why, with the complexity of shaders, the amount of knowledge people have, Simpletex doesn’t have parameter for turning the paper texture On/Off/Darker/Lighter and why the various LCD Grid shaders don’t have a light color option for the grid? We have a billion amazingly good shaders but. Last I recommend trying the core settings for color correction, especially for Gambatte GBC, the built-in settings for GB Pocket etc look incredibly good.īut of course the weird thing is that Simpletex is one of the only, maybe the only, shaders that lets you do LIGHT COLORED grid instead of black. Make sure when you use simpletex + gbc colors that you don’t also have the core settings set to do another layer of color correction. Simpletex shader bizarrely doesn’t include editable parameters for the paper texture, but you can cancel it by deleting the path to the png inside the. I'd appreciate any further suggestions on how to achieve this look.
In the example above the top and right edges have a drop shadow, the "white" part of the picture blends into the LCD panel color, and in general, the pixels appear to have a "raised" look (which I'd love to replicate!) Most overlays I've seen either have a stark white, stark black, or some other "LCD OFF" color that doesn't appear to closely match an actual GBC LCD.Do you think they've added another shader to achieve this look? The GBC pixels themselves look harsh in Retroarch compared to the example above.The background "paper" texture is dark and very prominent.Changing Sameboy's GBC Color Correction options aren't any better.) GBC colors are off (Selecting the handheld/simpletex_lcd+gbc-color.sangp shader automatically changes the colors.
That got me really close! I took a screenshot of that exact frame in the game and compared it to the example above and I realize a few things straight away: Thank you, u/spiderskizzles and u/hizzlekizzle.