#Dithering Effect

2 messages · Page 1 of 1 (latest)

dawn creek
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You can use pretty much any method you'd use in any other engine/framework/api. After all it all boils down to some math or an algorithm.

If you're wanting this to be done in real-time I'd probably recommend implementing it as a post-processing shader. You can see the postprocessing example to get a general idea about the setup, and then a quick google for "dithering shader opengl" gives lots of results on what the actual dithering shader should look like.

plush patio
#

It seems to be a shader, where you calculate the distance between the camera and the fragment and set the color to that value. It seems to be also adding a grain effect or something