I’m a pretty beginner Unity user and I have been fighting for my damn life trying to achieve a specific look. I want to get a very subtle dither that looks basically like this, but with blue noise instead of ordered dithering (Unity won’t let new users put multiple embedded pictures in a post so I have to use links).
After doing a bunch of reading, I figured out basically how to get a shader working on a new render feature, and I’ve been referencing the above video to create a dither. However, the process and math he uses in the video rely on a bayer matrix, but I want to use blue noise, which apparently is best done with a sample texture. Using render graph and attempting to apply the math from the video, I was able to get this (I’m adjusting the dither spread):
Obviously blue noise has been applied, but the edges of things are all blurry. I don’t think I’m sampling the noise texture to the screen correctly. Any help is very much appreciated.