#How to make my lighting pixelated
1 messages · Page 1 of 1 (latest)
To make it in shader graph you'll need custom lighting nodes, which are included in 6.3 shader graph templates, or more completely in this package: https://t.co/qQ1JixahQ3
where can i find these templates?
Then you can do pixelation with nodes like this, but instead of UV channel, to your world coordinates, assuming your voxels are all aligned onto a world grid
In Project window
Create>Shader Graph>From Template...
i see and do i just apply the shader material to every object
cant see from template
Likely your project is not on Unity 6.3
I would not recommend it
why?
Not generally anyway
Upgrading between major versions tends to break stuff in a project, and 6.3 has been very buggy so far
Cyan's custom lighting package supports most versions, and generally is more feature complete and better documented than the official templates and examples
So 6.3 is not necessary
ah i see , tbh i will need to upgrade anyway cause its currently on unty 6 with the privacy issue so ill wait till a stable lts is released tbh
What privacy issue is that?
the one with the security issue that forced everyone to switch their original projects
6000.0.50f1
All editor versions had that issue, and it was patched for all at the same time in october
You can install patch versions without worry of breaking things, like 6.0.50f1->6.0.68f1
But going from 6.0. to 6.3. is a risky upgrade
if i would prefer to not use the package is there any other way to implement this
Downgrading patch versions is typically okay too
But downgrading major versions is rather guaranteed to break things
Big changes should be done with backups / version control software
The templates are available in sample form via the package manager for 6.0, but that version of the custom lighting node example is very barebones and doesn't include every type of lighting a Lit shader would have (iirc Shader Graph>Samples>Feature Examples)
You could also just do by yourself what Cyan's package does
It's nothing special besides code from URP source repackaged into subgraphs, which in turn is not technically different from what the official template has
Both of them simply save you the trouble of finding and using the functions that already are there, so I wonder why reject any of the options outright