I am trying to use Grabpass and access it’s mipmap.
I am trying to create a pixelated look from sampling from lower mipmap level.
But I can’t seem to get it to work… There seems to be no mip map level at all for Grabpass.
Is this true? Does any one know?
If so , what would be the best way to archive pixlated look for only portion of the screen masked by the texture?
If grabpass supports mipmap then I thought it would be easy to do …
Anyone?
Creating a mipmap is a fairly intensive operation so I doubt it’s supported by Grabpass. It would probably be easier to do one of these:
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Render the same scene to a render texture using a different camera (at a smaller resolution) and then use that in your shader
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Use Grabpass as normal but change your shader so the UV values in the fragment shader are quantised (e.g. instead of 0.0, 0.1 ,0.2 , 0.3 they might be 0.0, 0.0 ,0.2 , 0.2). That way you will get a pixelatted effect. You can do that using ‘fmod’ or some similar method.
Right, I ended up using the pixelshader effect. Not the best method I would use, but there seems to be no way to do this if I use grabpass.