
What this component contains
ATTRIBUTION.mdLICENSEREADME.mdblender_material.pycomponent.jsoncrt_phosphor_mask.pymaterial.trespngio.pypreview.pngtest_package.pytexkit.pyverification/native.json
How it works
- Entry point
- generate
- Maps
- albedo, normal, roughness, height, ao, emissive
- Parameters
- mask, triads_across, scanlines, scan_strength, picture, spot, glow, hue_shift and 2 more
- Presets
- default, shadow_mask_delta, slot_mask, arcade_low_res
- Tileable
- yes
- Command line
- python crt_phosphor_mask.py --size 1024 --seed 7 --preset NAME --out DIR [--width W --height H] [--set NAME=VALUE] [--directx-normal] [--orm]
- Godot material
- material.tres
- Blender builder
- blender_material.build_material(folder)
Recorded checks
godot 4.7.2.stable.official.ed1daf0bf
command_line_generates_declared_mapsmaps_decodemaps_have_declared_size_and_channelsmaps_tile_without_a_seamnormal_vectors_unit_length_facing_outmaps_carry_detailgodot_imports_the_mapsgodot_material_template_loads_every_mapgodot_compatibility_rendercapture_shows_the_textured_surfaceblender_builds_the_material
Limits to consider
A close-up pattern, not a display simulation: phosphor spots have Gaussian profiles, the beam adds a fixed scanline profile, and there is no convergence error, bloom, persistence, curvature or glass reflection. The picture is a smooth procedural image sampled per subpixel. Counts are whole numbers across the tile so the mask repeats; fine pitches alias when a stripe or dot is narrower than about three pixels. Phosphor primaries are approximate sRGB colours.