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
This shader will be included in #BoneToPix, a Unity Asset Store tool for converting bone-based animations into pixel-art with dynamic lighting.

I'm working on finishing it up, and will hopefully have it released in February! :)

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More from @GeorgeB_Green

Jan 22
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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