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.
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.