/* ================================================================================ Scanline Modern 4x2 This shader is not designed to simply simulate the scanline + aperture grille effect of old CRT monitors. Instead, it aims to combine the advantages of sharp clarity on modern displays with retro games, enabling better pixel-level scaling. The generation intensity of scanlines is dynamically quantized and adjusted based on the human eye's perceptual curve for chromatic brightness, rather than using rigid stripe overlay. Core Features: - Independent control over vertical scanline and horizontal aperture grille intensity. - Fixed vertical scanline period to 4 pixels and horizontal mask to 2 pixels to establish a native physical grid on modern 2K/4K displays. This efficiently masks and embellishes the glaring grid unevenness caused by non-integer scaling when rendering high-res PSX low-poly/pixel titles. - Leverages sub-pixel edge detection to smoothly transition and camouflage misalignment artifacts where the virtual game pixels fail to align pixel-to-pixel with the modern LCD hardware. - Optimized scanline performance based on human eye brightness sensitivity curve: scanlines are prominent in medium brightness areas and weakened in extreme brightness areas. (C) 2025-2026 by crashGG. ================================================================================ */ #include "ReShade.fxh" // --- UI Parameters --- uniform float compY < ui_type = "drag"; ui_min = 0.0; ui_max = 0.40; ui_step = 0.005; ui_label = "Scanline Intensity (Vertical)"; ui_category = "Scanline Settings"; > = 0.075; uniform float compX < ui_type = "drag"; ui_min = 0.0; ui_max = 0.10; ui_step = 0.005; ui_label = "Aperture Grille Intensity (Horizontal)"; ui_category = "Scanline Settings"; > = 0.02; // --- Pixel Shader --- float4 PS_SCANLINE4x2(float4 vpos : SV_POSITION, float2 texcoord : TEXCOORD0) : SV_Target { float2 texYplus1 = texcoord + float2(0.0, BUFFER_PIXEL_SIZE.y); // 5-tap sampling: center plus down, up, left, right neighboring pixels float3 texel = tex2D(ReShade::BackBuffer, texcoord).rgb; float3 tex_D = tex2D(ReShade::BackBuffer, texYplus1).rgb; float3 tex_U = tex2D(ReShade::BackBuffer, texcoord + float2(0.0, -BUFFER_PIXEL_SIZE.y)).rgb; float3 tex_L = tex2D(ReShade::BackBuffer, texcoord + float2(-BUFFER_PIXEL_SIZE.x, 0.0)).rgb; float3 tex_R = tex2D(ReShade::BackBuffer, texcoord + float2(BUFFER_PIXEL_SIZE.x, 0.0)).rgb; // Calculate luminance (r+g+b) and normalize to 1.0 float lumaC = dot(texel, 0.3333333); float lumaD = dot(tex_D, 0.3333333); float lumaU = dot(tex_U, 0.3333333); float lumaL = dot(tex_L, 0.3333333); float lumaR = dot(tex_R, 0.3333333); // Square wave generator: 1-pixel phase shift on Y-axis to form a -1, +1, +1, -1 pattern float2 freq = float2(0.5, 0.25) * float2(BUFFER_WIDTH, BUFFER_HEIGHT); float2 phase = frac(texYplus1 * freq +0.01); // +0.01 to avoid precision drift at boundaries float2 wave = step(0.5, phase) * 2.0 - 1.0; // Scanline edge detection float diffU = (lumaC - lumaU) * sign(wave.y); float diffD = (lumaC - lumaD) * sign(wave.y); float diffL = (lumaC - lumaL) * sign(wave.x); float diffR = (lumaC - lumaR) * sign(wave.x); // Modulate square wave amplitude via component-wise multiplication // During the dark cycle, the center pixel cannot be darker than its sides (by compXY threshold); // during the light cycle, the center pixel cannot be brighter than its sides (by compXY threshold). // Otherwise, fallback to the original pixel. float modY = compY * wave.y * (diffU < compY && diffD < compY); float modX = compX * wave.x * (diffL < compX && diffR < compX); // Dynamic quantization core logic: distance from each of the RGB channels to the median value 0.5 (vec3 [0.0 - 1.0]) // The wave perturbation peaks around mid-tones (0.5) where dist approaches 0, and dampens at extreme brightness levels. float3 dist = abs(texel - 0.5) * 2.0; // Combined scanline lighting pass synthesis: // Overlay scanline oscillation onto the baseline brightness (1.0), then multiply back by the source texture. float3 final_brightness = 1.0 + (modX + modY) * (1.0 - dist); return float4(texel * final_brightness, 1.0); } // --- Techniques --- technique SCANLINE_MODERN_4x2 { pass SCANLINE4x2{ VertexShader = PostProcessVS; PixelShader = PS_SCANLINE4x2; } }