#Potentially, but you may have to be more

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marsh plover
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I was looking for something like Color Quantized look. Similar to cultic.
I just need like a starting point, and I can just move form there.

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Do we usually do it in URP?

carmine elbow
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All render pipelines can do it, but if you don't know in advance URP is the best option

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Posterization is another name for color quantization

marsh plover
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Oh I see

carmine elbow
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It can be done in many stages

marsh plover
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do we need to code to get this effect? I also see few plugins that has a similar workflow to Blender, that could help?

carmine elbow
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As part of the lighting shader
For object shaders separate from lighting
In custom post process shaders
Or in the included post process override color LUT

carmine elbow
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Blender and Unity both include node editors for shaders

carmine elbow
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Unity includes Shader Graph
Amplify is not necessary for anything except very specific or advanced shader creation

marsh plover
carmine elbow
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And whether you use Shader Graph or Amplify, you still need to work out at which point in the rendering you inject your effect

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As mentioned, to the lighting or into some other part of an object's materials or a custom post processing effect

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Most important is to know what the difference is between them

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And like I mentioned you don't need any custom shaders if you use color LUT

marsh plover
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color LUT seems easy?

carmine elbow
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It is

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So look into that first
That way you learn to work with Unity's post processing as well

marsh plover
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alright

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Thank you so much!

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You save me every time! haha

carmine elbow
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Now, LUT is a bit awkward for quantization, because it's designed to work with smooth color ramps which is not characteristic for a true posterization effect
And if you disable bilinear filtering on the LUT it may cause some visual artefacts
But both of those quirks could be worked into your visual style

marsh plover
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I can set the filtering to closest?

carmine elbow
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Yes, that disables bilinear filtering
But expect it might cause some artefacting so compare with bilinear when using it

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Also, you need a bit of understanding of what color LUT textures are to not mess up the colors unintentionally, and a graphics program that can work with them
PS can do it, Gimp I'm sure as well but I'm sure makes it unnecessarily awkward