#How do i make a Dithered Transparency shader using Visual Shaders
19 messages · Page 1 of 1 (latest)
what i got atm looks like this tho the result is 100% the best atm
since am just using a texture for the main pattern
what i get normally without that looks like what i seen here on the back
which yea, that weirdness its doing isn't exactly what i want
so instead am tryin to do it like this
just the pattern looks a bit off atm
and also unsure that it even works correctly for that matter
as am just using a static texture for it
considering upclose i just kinda get this mess
Pain
not sure why you need it in visual or if it can be done with that, but there is a godot dithering shader here https://godotshaders.com/shader/dither-gradient-shader/
Because thats what am doing?
Also this isn't a full screen Dither shader
i also don't really know shader code so thats also another reason its a visual shader
applying shader to viewport should be pretty similar to a sprite
bruh i just said its not a viewport shader am making
its a dither Transparency shader that i was trying to make work for objects that have parts of it semi-transparent, or objects that blend from not transparent to transparent
Oh i though you meant it not being full screen is an issue
If you really think using texture is the issue, there is formula here for the matrix that is used in dithering https://medium.com/the-bkpt/dithered-shading-tutorial-29f57d06ac39