Hi everyone, I have been trying to achieve pixelated lighting but in 3D. I am using URP and wanted to essentially reduce the smoothness of lighting falloff emitted from light sources.
A lot of resources I found pointed me toward this not being possible with shaders, which led me to believe I had to create a Rendering Feature for this. I’ve kind of got something going but Im struggling to wrap my head around it all. My current approach takes the lighting source and applies a custom radial pixelated falloff that replaces the original lighting, just kind of gets slapped on top of everything and just looks kind of meh. The lighting calculations done by Unity are much more advanced and nicer looking. I wish I could just take their lighting and apply the pixelation onto it.
I’ve attached an example of what Id like to achieve. I also can’t simply apply pixelation onto the whole screen since my textures are already pixel art and would get destroyed :/
Wanted to get some direction as to whether this truly is not possible with shaders and whether I need to do it through a feature.
Thank you!