[Released] Mosaic Shaders

Hi everybody,

Recently, I’ve started developing on a new project for the Unity asset store called “Mosaic shaders”. The idea is that for the first release, the asset will contain several screen shaders which will mosaic your scene.

What happenend until now?
The current status of this project is that I’ve created a shader, which generates a hexagon mosaic as you can see in the image below.

So what’s next?
Well first, I’m going to implement several other shapes to obtain a different mosaic effect, for example shapes like squares and circles. Further, I’m going to add some parameters, which allows you to change the mosaic dynamically, such as the number and size of the mosaics, and the amount of pixelation.

I’m really excited to hear what you want to see in this asset, for example which (mathematical) shape do you want to have as a mosaic?

Any suggestions, feedback, or questions are always welcome! :slight_smile:

Contact information
You can contact me by posting a comment here below or by using one of the following options:
Email: benny@jobberwockysoftware.com
Facebook: www.facebook.com/JobberwockySoftware
Twitter: @JobberwockySoft

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A small update for today…

I have added a new shape to mosaic your scene. Now, it is possible to use squares (see image ;-))

More progress… Enjoy the circles :wink:

For now I have added the latest shape pattern for mosaicing your scene to the asset… However, if you have ideas about other pattern that might be very interesting, just let me know!

The next developments will focus on creating input parameters/uniforms for the shader, so that you are able to dynamically change the mosaic in various ways. I will start with a parameter to change the number of mosaics on the screen. Now, you can have a look at the pretty picture below :slight_smile:

The first update of the second week…

Two parameters are added to the shader:

  • Size of the pattern: You can change the size of for example the hexagon at run-time
  • Spacing between the patterns: You can also dynamically change the spacing between the hexagons

See this short video for more details :wink:

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… and now we can enjoy rotations of the mosaics even at run-time!

All the previous examples all had complete pixelation for their mosaic patterns. I’ve added an option where you can define the amount of pixelation, which can be changed at run-time aswell.

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A new update again… I improved the appearance of the mosaic edges. The edges are now smooth and not jagged anymore, which is more friendly for your eyes. .

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Previously, I have shown that you can alter the amount of pixelation (opacity) for the mosaics. I’ve added this option for the original scene too. This means that when the mosaics are shrinked and you increased the opacity for the original scene, you will see this scene in the background behind the mosaics. In the picture below, the opacty of the mosaic and scene were set around 0.5.

Submitted Mosaic Shader for review! I will update this thread soon to give a proper overview of the current status and which direction I will go. I hope you like one of the key images :slight_smile:

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Mosaic Shader is now live and available on the Asset Store!

I published a WebGL demo where you can try out the Mosaic Shader. This demo allows you to control the various parameters that alter the mosaic of your scene.

https://bonrust.bitbucket.io/MosaicShader/

For the next update, I’m going to add a shader that allows you to legolize your scene! See the image below for a preview and hope you like it :wink:

It has been a while since I posted an update here. The lego shader is now ready for release and it will added to this asset with the next update. It has all the features (e.g. rotation, shrinking, smooth edges…) as all the other shaders.

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A new big update is now live at the assetstore. The pixelation shaders are no longer a dedicated full-screen effect, but can be used on everything!