#Help getting started with an artistic dither/cel shader

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stark locust
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I'm looking for advice and sort of a point in the right direction, shaders are most certainly not my strong suit but I hope and believe i have a simple understanding, (mostly from acerola videos and applied knowledge of how old consoles like the n64 render things in more details), hopefully enough to try to build up and work out from there.

I made the project in URP in advance to hopefully make this easier, although its worth noting I have like 0 clue how the shader graph works and I haven't even opened it up (i have legacy mode turned on, and may keep it that way should I not need it explicitly)

the main effect I'm trying to reproduce is limiting the colour palette, Floyd Steinberg style dithering, and sharp defined colour. (see gif 1) Much to my chagrin Floyd Steinberg dithering is an impossibility for a realtime game despite my best efforts so its off the table, but that's fine since I want objects to be a little more defined anyways, my next idea is kind of to use cel shading and dither it, if possible, the textures will be pixelated and I'd like the lighting to match up with for each object if that's even possible (image 2), like each object has its texture on a pixelated grid, and then there's cel shading to figure out the light and dark and hue, and then apply that directly to it to it also appears on the pixelation and have it dithered/mixed in in accordance with how powerful/strong it is so its just like, masking it in white, like how the white appears on image 1.

If you need more details info or examples I'm happy to provide, thanks for the help in advance, anything in the range from where to start to how to implement is very much appreciated, and happy new year!

stark locust
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only big innaccuracy is in reality itd be more like 2 polar ends of dark dark and light light with the middle just not doing anything or doing stuff extremley lightly, for my sakes drawing in step 5 all that im showing is dark replacing it