I've made some progress here.  There seems to be some kind of internal data corruption on the shadow_mask_texture variable.  I've been looking through the source but I haven't located the problem yet.  
My original build was MAME143, 64bit on Win7, so I first grabbed the latest diff (143u1) and recompiled.  No help there (I expected as much, there was no mention in the changelog).  Then I figured it might be some kind of 64bit/32bit issue in the mingw libraries, so I recompiled as 32bit without the PTR64 flag.  Again no help.  Next I thought it might be some kind of overflow in the data structure, so I reordered the elements (and their initializers) to see if I could alter the behavior.  No change.
I noticed in my testing that the scanlines would show up, but the shadow mask was not there.  So it was apparently corrupted before it even got used.  I made the following edit in the source (in blue) to hardcode the path, then recompiled:
d3dhlsl.c - lines 892-896   
// experimental: load a PNG to use for vector rendering; it is treated
// as a brightness map
emu_file file(window->machine().options().art_path(), OPEN_FLAG_READ);
//shadow_bitmap = render_load_png(file, NULL, options->shadow_mask_texture, NULL, NULL);
shadow_bitmap = render_load_png(file, NULL, "aperture.png", NULL, NULL);
Bingo - shadow mask reappeared.  It still corrupts the shadow_mask_texture variable in the hlsl.ini file every time it exits, but now it doesn't matter since it is hardcoded - this fixed the "black screen hanging on startup" problem I was having.
As far as the overall darkness, I had to crank the gamma way up as well as tweaking contrast.  The two shots below illustrate.  The first one is my reference - HLSL off, brightness/contrast/gamma all set to 1.0.  Second one has the following settings:
brightness                    1.0
contrast                       1.15
gamma                        1.8
shadow_mask_alpha     0.10
shadow_mask_texture  aperture.png
shadow_mask_x_count 320
shadow_mask_y_count 240
shadow_mask_usize     0.093750
shadow_mask_vsize     0.093750
curvature                    0.05
pincushion                   0.05
scanline_alpha             0.25
scanline_size               1.0
scanline_height            0.5
scanline_bright_scale   1.30
scanline_bright_offset  0.6
scanline_jitter              0.0
defocus                       1.5,2.0
I'm still tweaking these.  If I get some time I may try to track down where that corruption is happening.