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Pixel art palette swap effect unity
Pixel art palette swap effect unity









pixel art palette swap effect unity

I'm also assuming nearest-neighbor filtering.

pixel art palette swap effect unity

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.











Pixel art palette swap effect unity