Thanks for the attention :)
The critical part of the shader is this:
o.pos = UnityObjectToClipPos (v.vertex);
//Vertex snapping
float4 snapToPixel = o.pos;
float4 vertex = snapToPixel;
vertex.xyz = snapToPixel.xyz / snapToPixel.w;
vertex.x = floor((_HorizontalRes / 2) * vertex.x ...
Search found 2 matches
- Thu Dec 21, 2017 4:16 pm
- Forum: Amplify Shader Editor
- Topic: Manipulating vertex in projection space
- Replies: 3
- Views: 2825
- Fri Dec 08, 2017 8:21 pm
- Forum: Amplify Shader Editor
- Topic: Manipulating vertex in projection space
- Replies: 3
- Views: 2825
Manipulating vertex in projection space
Hello!
I'm working on a retro shader that emulates a lack of vertice precision, like how PSX behaved.
To do that, I need to manipulate coordinates in projection space. Is this possible using surface shader or custom lighting?
I managed to do that using a custom template, but then I couldn't use ...
I'm working on a retro shader that emulates a lack of vertice precision, like how PSX behaved.
To do that, I need to manipulate coordinates in projection space. Is this possible using surface shader or custom lighting?
I managed to do that using a custom template, but then I couldn't use ...