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I'm also assuming nearest-neighbor filtering.
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This would allow you to keep the approach you are currently using, or change if you need. I'm, of course, assuming you have a palette_swap function that takes a vec4 and outputs a vec4. Vec4 hix_hiy = palette_swap(texture(TEXTURE, (fuv + vec2(1.0, 1.0)) * pixel_size)) Vec4 hix_loy = palette_swap(texture(TEXTURE, (fuv + vec2(1.0, 0.0)) * pixel_size)) Vec4 lox_hiy = palette_swap(texture(TEXTURE, (fuv + vec2(0.0, 1.0)) * pixel_size)) We are going to query the four pixels around the uv and apply pallet swapping to the colors we get: vec4 lox_loy = palette_swap(texture(TEXTURE, (fuv + vec2(0.0, 0.0)) * pixel_size)) Here I'm assuming uv goes from (0.0, 0.0) to (1.0, 1.0), and pixel_size is the inverse of the size of the texture in pixels. Split the uv coordinates into integer and fractional and pixels: vec2 fuv = floor(uv / pixel_size) This is what I have been able to come up with: I'll be writing GLSL because I'm more familiar with it, and it is easier for me to test. I am still very much a novice when it comes to shaders, so any help here would be deeply appreciated!
#PIXEL ART PALETTE SWAP EFFECT UNITY HOW TO#
In other words the two aforementioned techniques seem to be completely incompatible with one another, yet I really need both of them.Īs far as I can tell the logical solution would be to perform the palette-swapping and similar effects on the texture before scaling and filtering it, however I have no idea of how to actually do this from within a shader, and what the performance implications of doing so would be. The problem is of course that you cannot do palette-swaps on a texture with bilinear filtering because the colors are all blended together. Here and here are a couple of open-source shaders using this technique. Luckily there is a way of scaling pixel-art that looks much smoother without taking away the crispness, which is to use a texture with bilinear filtering enabled but only use interpolated colors on the boundary between pixels. However, in the game there is quite a lot of floating-point camera scaling and movement going on, resulting in choppy-looking visuals when using nearest-neighbor filtering. (These effects are used in a very dynamic way, which is why they are done using a shader instead of, say, a separate texture-atlas for each color palette). Simple stuff as long as you use nearest-neighbor filtering on the texture. Most of these effects work by comparing the color of a texture coordinate with a reference color, and if they match then the color is swapped for another. I am creating a pixel-art game in MonoGame, and have written a shader to perform various effects on a sprite when rendering it, such as performing palette swaps, highlighting outlines, etc.
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