

I'm not really a fan of scanline filters, made this one just to provide a basic scanlines that doesn't suffer from sinusoidal pattern(every x line doubled) and I really disliked how dark it get's.Įdit: I had to check those scanlines to remember how it works and instead of removing an option, I added new one to it p "noGradient". I belive scanline filters will usually do similar thing, without even providing an option, through by smaller value or some more complex math. The point of it's existence is simple - even nearly transparent scanlines will make the screen darker and most people will want to compensate the colors - separate - from scanlines. It's a simple multiplier, so just set it to 1.0 and it will not exist p. simple CE scripts to help creating CWCheats, Probably better at this point to just use texture replacements, but I'm lazy p. Made some new effect that might be nice for people with stronger hardware ~ dithering + other blurry debanding, I think it's kind of nice to counter xBRZ which tends to only look good on UI: Definitely not increasing definition and turning ancient gen handheld into current gen stationary console. Postprocessing shaders are very limited in affecting graphics and what they can do will always come at a price of loosing original information, so can only be treated as more or less subtle addition. Unless it means making a shader that turns graphics into pixel dump as most ps4 titles are probably indie games with pixel art by now p.
