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Smudgy Pixelization Post Process - FILES

I'm back after a short break in which I focused on health and family and all things that aren't shaders. So I'm easing back into it with a smudgy depth-based pixelization shader I've been wanting to make for a while.

It blends between 3 levels of pixelization so objects closer to you are more 'in focus' and objects further away get to stay as chunky pixels. I've also added in a smudge factor and some noise options to the mapping, because pixels aren't sacred and it's okay to smear them around a bit.

You can tweak the effect on the SoftPixelationPP.mat file in the Materials folder.

Now normally for pixelization, the way I'd approach it is to get the screen UVs, multiply them by the amount of tiles you want, then do a floor, then divide them again by the tile amount. Feeding this in to the Screen Color sampler gives a nice clean posterization effect.

But if we want the pixels to not be so clean and add a bit of smudge in there, another way to do posterization is to multiply by the amount of tiles you want, but then instead of doing a floor, do a fract, which breaks the screen up into lots of little 0,0 to 1,1 UV tiles.

If you then scale these by dividing them by the tile amount, and then subtract this from the screen UVs, you get the same posterization, with the added benefit that if you introduce a pixel smudge factor to nudge the tile amount before the final divide, you can dirty up the pristine pixel mapping. Which is both morally outrageous and oh so satisfying.

I think it can look quite nice with some different noise types and scales.

Smudgy Pixelization Post Process - FILES

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