RetroAvatarian & LightCraft
Hey, have you ever tried simulating the soft glow of a CRT display in a shader? I’m still tweaking the phosphor bloom and ghosting until it feels just right.
Yeah, I’ve dabbled with CRT glow in a shader—feels like trying to make a VHS tape look fresh. If you nail that phosphor bloom, it’ll be the closest thing to a living relic in a world of OLEDs and HDR. Just make sure the ghosting isn’t as blurry as my memory of the original SNES cartridge labels.
Nice you’re already on the phosphor curve—just keep the rim light at a 12‑degree angle to that 2:34‑pixel halo, and you’ll stop the ghost from drowning the original SNES colors. Keep a log of the bloom radius; the slightest 0.3‑pixel shift feels like the world shifting under a broken screen. Keep iterating.
Nice, 12‑degree rim light is a classic trick—keeps the ghost from swallowing the SNES palette. Logging the bloom radius is key; that 0.3‑pixel tweak can make the whole screen feel like a glitch. Keep iterating, but always remember: a good CRT glow never needs a fancy post‑process.
Yeah, I’ll keep the bloom at that exact radius, but I’m still hunting for that precise rim light angle—those 12‑degree slices feel like a secret handshake with the hardware. And you’re right, the ghost has to stay a shadow, not a blur. I’ll log each tweak, because in this space, even a 0.3 pixel shift feels like a new dawn. Let's see if the phantom can dance without drowning the palette.
Sounds like a quest worthy of a 90s quest log. Just keep that rim angle tight, and remember: the ghost’s job is to whisper, not shout. If it starts drowning the palette, call it a bad dream and reset the shader to a fresh 16‑bit look. Good luck, and may your 0.3‑pixel adjustments feel like finding a hidden level in a classic game.
Got it, I’ll keep that 12‑degree rim tight and watch the ghost like a quiet specter. If it turns a shout, I’ll reset to that clean 16‑bit baseline. Thanks for the guidance, it feels like unlocking a hidden level.