#Modify shader lighting calculation

2 messages · Page 1 of 1 (latest)

oblique geode
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how can I make a shader that in the lighting calculation - right before it inputs the position into the sections that calculate shadows/lights/reflections/etc - snaps the position to the nearest 1/16th location in object/world space?

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I'm trying to achieve an affect for voxel objects where the objects have 'pixels' that are all one solid colour (no differences from parts of the pixels being in shadow/closer to the camera/closer to lights)