Hi,
I’m working on a pixel art project with URP. It will use texture gradients as sprites, but since those gradients are very subtle, I have to deal with some color banding issues.
I tried checking the dithering option on the camera, but it doesn’t fix all my problems.
From what I understand, I could use a blue noise dithering shader on my texture, to camouflage the banding. However, I didn’t find any tutorial to create this effect in shader graph, and since I’m fairly new to Unity and its shader system, I have no idea how to set it up.
Maybe some of you know how to do it?