Pixelisation filter?

How to do? I’ve tried many different ways and they all work, so long as one uses them in an empty demo scene with nothing else going on. Once there’s even a miniscule amount of complexity to the graphics pipeline they don’t work or break something else. Which is basically business as usual with Unity, so we learn to make compromises and accept cutting corners because that’s just what we signed up for when we chose Unity over Unreal.

So how do I do this? Let’s assume I’m okay with ditching bloom, camera stacking, realtime shadows, and everything else that’s required to make a reasonably good looking game. It’s not like I had any intentions of making a reasonably good looking game in the first place, otherwise I’d be using Unreal, naturally.

Sounds like you really hate using Unity, nobody stops you from switching to Unreal you know :eyes:

A pixelization filter is actually quite easy to do: simply draw/copy the screen contents to a smaller resolution render texture that uses nearest-neighbor interpolation, then upscale. It’s done the same way in any engine. Being a post process, screen-space effect I don’t see how it could be ever affected by the complexity of the scene, the graphics pipeline, or how many other effects you’re using.

Maybe we can help you further if you describe what you’ve tried so far?