Adding pixel crunch to my cel shader

Hi,

Is there a way in shader graph to pixelate objects? I am currently doing it by rendering my game to a small render texture and it works OK, but at times I want to render some things at a normal resolution, like damage numbers.

So I was wondering if its better to use a shader perhaps, so I can control what to pixelate.

Any pointers that could help me get started?

I made a video on this topic:

In the video, I’m applying the effect to the full screen, but you could also just apply it to the UV coordinates on a mesh instead.

Hehe saw this one, I’ve tried this without any success, just messed up UV mapping on model.

It’s working pretty ok for me. Here’s what the graph looks like:

Hmm maybe I’ll give it another try, thanks!

It does indeed work on the texture, but I think since I use this type of palette for my 3d character it will not work.

9351212--1308047--upload_2023-9-21_15-45-25.png

works well on a normal texture tho:

9351212--1308050--upload_2023-9-21_15-46-0.png

Ok, so you have your character’s UV placed in each of the squares of solid color on your texture instead of uniformly laid out in UV space. Yeah, my technique most definitely won’t work with that system.

It sounds like what you want to do is render things in two separate stages. The things you want pixelated would render into the texture first, and then the things you don’t want pixelated would render second.

Just wanted to say thank you, I recently started learning shader graph and saw your channel, Thanks a lot