Emulation RetroArch Shader - "LCD Master" v2 is now available.

  • Thread starter Thread starter JuanMena
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JuanMena

90s Kid, Old Skull Gamer & Artist.
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Gallery:

1 - CLEAN.jpg
Adventure Island "CLEAN"



2 - PRESET DMG.jpg2 - PRESET GBA.jpg2 - PRESET LIGHT.jpg2 - PRESET NDS.jpg2 - PRESET POCKET.jpg2 - PRESET SP.jpg2- PRESET GBC.jpg3 - H Scan ON.jpg3 - V Scan ON.jpg3 - V.Scan - H.Scan ON.jpg4 - DROP SHADOW NO GYRO.jpg5 - CRT BEZEL ON.jpg5 - CRT CURVATURE ON.jpg
SHADER OPTIONS

6 - EXAMPLE 1.jpg

6 - EXAMPLE 2.jpg

6- EXAMPLE 3.jpg



Advenure Island + Shader "LCD Master v2" + Input Animated Overlays.




FREE SHADER DOWNLOAD:
https://ko-fi.com/s/e31768e66d

FREE OVERLAYS:
https://ko-fi.com/s/e088d8752c




LCD Master v2 - JuanMena (@MENAMORARTE)

  • 7 / March / 2026 -
Tested with:

  • Motorola g8 Powerlite
  • Samsung Galaxy A03
Here’s an explanation of how to use my Custom Shader. You can see screenshots to show how some of these options looks.

  1. Turn ON in order to make use of it’s options. Each tries to emulate the grid style and screen tone of the aforementioned “Handheld” You can stack one on top of the other. This doesn’t hurt performance.
[LCD PRESET]

  • DMG = Attempts to recreate the look of a DMG Gameboy.
  • POCKET = Attempts to recreate the look of a Pocket Gameboy.
  • LIGHT = Attempts to recreate the look of a Light Gameboy.
  • GBC = Attempts to recreate the look of a Color Gameboy.
  • GBA = Attempts to recreate the look of a Advance Gameboy.
  • SP = Attempts to recreate the look of a SP Gameboy.
  • NDS = Attempts to recreate the look of a Nintendo DS creen.
  1. If you’d like to spend some time doing your own Scanline or Grid, I’ve thought about this block with simple parameters. This comes in handy if you are not satisfied with “PRESETs”. You have to turn on the option to make use of the aforementioned parameters. With this, you can make your “Custom Grid” / “Custom Scanline”.
[LCD CUSTOM]

  • V.Scan = Draws Vertical Lines in Viewport
  • Line Width = Controls the Width of Vertical Lines in Pixels.
  • Separation = Controls the space between each Vertical Line in Pixels.
  • Opacity = Goes from 0=NONE to 1=BLACK with transparency in between.
  • H.Scan = Draws Horizontal Lines in Viewport.
  • Line Width = Controls the Width of Horizontal Lines in Pixels.
  • Separation = Controls the space between each Horizontal Line in Pixels.
  • Opacity = Goes from 0=NONE to 1=BLACK with transparency in between.
  1. If you want to add a layer of Ambient Light to your games, 4 parameters has been made for this purpose. This is done in order to recreate with full control the look and feel of Handheld Screens.
[LCD Temperature]

  • 0 = OFF
  • 1 = Cold
  • 2 = Warm
  • 3 = Old (desaturates and increases brightness)
  • 4 = Vivid (decreases brightness and adds saturation)
  1. The following block is more a proof of concept and is still in experimental state. Feel free to play around with it. It’s done to simulate other characteristics that were present in old LCD’s.
[LCD Features]

  • Subpixel Spread = Simulates bleeding of colors, it’s parameter is controlled at subpixel level, caped at 4 pixels in integer size.
  • Drop Shadow = Draws a shadow on every sprite in Viewport, capped at a “Black 90%” (not full solid black) with opacity control.
  • Gyro Sensitivity = If your device does not has gyro support, Drop Shadows fall back to a static state 4 subpixels down and 4 subpixels left. Once you change “Gyro”, Drop Shadow will move according to the movement of your device.
  1. This block is about a feature to simulate CRT like Screens. Must turn on to make use of parameters. It attempts to add two features: Round Corners and Geometry distortion in both X-Y.
[LCD Roundness]

  • Bezel = Draws black circles in each corner of viewport.
  • Curvature = Controls GEOMETRY curvature of viewport.
  1. This shader is done in order to complement my “Input Animated Overlays”. Attempts to have a “One to Rule Them All” solution when it comes to recreation of old hardware.
 
Last edited by JuanMena,
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