#Pixelated Lighting Shader

1 messages · Page 1 of 1 (latest)

ember hinge
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I've got a great shader that I really like, and want to use Unity's builtin lighting, but pixelate it. I don't plan on using shadows, but I do plan on using lots of pixel lights. How could I go about this?

ember hinge
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Does that make sense?

ember hinge
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I do have one other idea - is there a way to have vertex lighting, but without manually subdividing all the meshes? It could just automatically treat the mesh as subdivided every meter?

solar nexus
ember hinge
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vertex lighting an object as if it is more subdivided than it actually is

solar nexus
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It would have to be something much different than vertex lighting technically I think

ember hinge
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ok, that's alright

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i'll try to do the per-texel lighting and if i can't figure it out then back to normal and evil vertex lighting

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thank you for that link btw! appreciate it

solar nexus
ember hinge
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i'm just very new to shaders, i'm working in SRP, and i've never used the shader graph (and kind of don't want to)

ember hinge
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standard render pipeline

solar nexus
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The built-in render pipeline or BiRP you mean

ember hinge
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i've seen it referred to as SRP

solar nexus
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There is no "standard" but URP is the closest thing to that

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SRP refers to "scriptable render pipeline" which is what URP and HDRP are

ember hinge
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oh, my mistake

solar nexus
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There was an unfortunate period of two months or so years ago when unity's own devs referred to birp as "standard render pipeline" which may have started the confusion that still lingers

solar nexus