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Hey #IndieDevHour! πŸ‘‹

Today I added dithering to the Pixel-Light πŸ’‘ shader for #BoneToPix

Mini-tutorial below πŸ‘‡πŸ§΅

#GameDev #IndieDev #PixelArt #UnityTips
Previous thread with the start of the tutorial for per-texel cell lighting:

The main trick for this one is doing a 1:1 mapping of texels in our main texture to texels in the dithering lookup

Then bring it into the [-1,1] range and scale it.
The sampled offset is used in the CellLookup

Make sure your dithering lookup is set to wrapped for this to work Image
Read 4 tweets
πŸ’‘β˜€οΈWorking on the pixel-art cell shading for #BoneToPix & The Bleak Divine

A short thread on how I got lighting data to work on *art* pixels instead of *screen* pixels πŸ–₯️

πŸ‘‡πŸ§΅ #MadeWithUnity #GameDev #PixelArt
Fragment shaders work on screen pixels, not texture pixels. In pixel-art styles 1 pixel in your art is going to be rendered over a bunch of screen pixels

That means you'll have different data for different parts of a texture pixel-> so you won't get the neat per-art-pixel look
The solution is to snap our data to an art pixel-grid.

We're gonna need to align both vertex positions and fragment positions to our pixel grid.

First, the vertex snapping, in the vert shader:
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