I modified the shader a bit to fix some things and make handling easier in general. I even managed to implement
Rachael's Low Detail Shader with the infamous 160x200 resolution mode. Some options are not as customizable any more as they used to be before (especially resolution/pixel count and aspect ratio), but this happened intentionally since I wanted to focus on the most commonly used presets. During the process I was also able to simplify the code.
UPDATE #2 (v2.7.2, March 11, 2020)
- Fixed incorrect width scaling from previous shader code for 320x200 and higher (factor 320 instead of 240)
- Added scaling option for 768x480 (NTSC)
UPDATE #1 (v2.7.1, March 10, 2020)
- Merged "Pixelation" and "Resolution" options into one (can now choose between: Off, 160x200, 320x200, 480x300, 640x400)
- Removed "Aspect ratio" option since it is no longer necessary (automatically determined)
- Renamed "Colors" to "Color bit depth" and limited it to 3-32 (instead of 1-128)
Changes v2.7.2:
- Shader menu moved to "Options" > "Display Options" > "Hardware Renderer" > "Postprocessing" (where it belongs)
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HUD weapon is no longer affected by the shader (which was the biggest issue with any previously released version, including spinoffs like
Indecom's "Retro FX with Dither Shader" - in lowres modes, the weapon would become pixelated as well)
-
Corrected and "crispier" width scaling (uses 320px instead of 240px as scaling factor, making the image a lot less distorted)
- Removed "Global Status" toggle (it's enough to just turn off pixelation and posterization for the same effect)
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"Resolution" "Pixelation" option replaces "Pixel Count": You now have some resolution presets (160x200, 320x200, 480x300, 640x400,
800x500, 960x600, 1120x700, 1280x800) instead of a slider with 0.01 incrementations
- "Aspect ratio" option replaces "Aspect X" and "Aspect Y" sliders: Choose between common presets (4:3, 5:4, 16:9, 16:10, 21:9)
Menu preview (also shows default settings):
Comparison 640x400 resolution on a 1920x1080 monitor, downscaled (left) vs. RetroShader (right):
Note that this is the version without the CRT/Gameboy tweaks, just the pixelation/posterization toggles. I have attached a version with menu and one without (the latter using the default settings shown in the screenshot - if you want to alter the values, you need to edit the "Customization" section of retroshader.fp inside of the pk3 archive).
BTW: Posterization is actually a rather redundant feature since a while due to "Palette" tonemap mode doing the same thing, but better. I kept the function, but deactivated it by default. The most interesting part about this shader is the pixelizer, anyway, and from all the available resolutions, only 320x200 and 640x400 are really interesting. Might just as well restrict available options to those to reduce the code even more. I'd rather have a vertex jiggler, but it's (obviously) a vertex shader and as such doesn't work via postprocessing.
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