Similar to the attached screen shot, any hints how to do this in Unity? (Original source and thread found here: http://blenderartists.org/forum/showthread.php?t=138521 )
Nobody?
Maybe if you rendered the scene and then used a postprocessing filter to replace certain colors with dot patterns?
The big problem as far as I can tell is making the stippling scale based on the screen resolution and not the the UV coordinates. It looks like what the example you’re showing is doing is simply filtering the colors and replacing them with base color / black based on value and UV coordinate… This produces the effect of a halftone texture, which will look cool in some cases, but mip-map down to simple shading. If you wanted a more comic book “zip-a-tone” effect you’d do as Star Manta says and simply post process the rendered image – you could take a look at any of the fullscreen camera effects (e.g. grayscale) and modify it accordingly.
You could get a similar effect from this shader by cblarsen: http://forum.unity3d.com/viewtopic.php?t=10911&highlight=
Make maps with incrimental dot sizes. Might look really cool.
You’re right, that might work! I completely forgot about that thread, thanks, I’ll give it a try…
What you would do is apply a texture with a bunch of soft black and white gradient dots in a tiling pattern. Then In the fragment shader you compare the texture value to the final lighting contribution, and if it is greater it is white, and if not it is black.