How would I allow retro pixelizing without using a Post Process.
So I have a post process effect I use ‘Pixelate’ which gives me great results and pretty much what I’m looking for. So there isn’t really a problem finding a solution that works now, example below:
But I thought i’d try to turn it off and see if I can simply just lower the resolution and get the same effect. It’s not perfect, like it’s slightly blurred as if it is trying to sample blend between what it ‘THINKS’ it should look like without overly pixelating it. Which is great in most cases but when you are trying to GENUINELY tell it to ignore that interpolation, I’m not sure how to fix this. examples below:
The mouse cursor is in the screen shot for frame of reference on how blurry it gets in the image it’s on top of.
Now the main reason for this change of strategy is simply because it would clearly be more performant with less resolution and no anti alias as well as calculating an interpolation. Or that’s what it feels like when I run it at a much lower res. But the pay off is a bit of blurryness. Now in softwares like Photoshop or Blender you can do something called ‘Closest/Nearest’ and even in Playcanvas turn the textures to ‘Point’ vs ‘Linear’ to get pixel perfect look. It’s just bizarre that this simple ‘downres’ approach just doesn’t work since it tries to interpolate what pixels are missing versus just don’t even bother, let it pixelate!
Any clues or suggestions? Or am I truly limited to using a post process effect to Simulate a retro look. Seems so odd lol
Can you do something similar to that logic to local lights? Like make my light falloff on a spot light be more pixelated? Like less samples? The image below demonstrates the stark contrast from pixel words to smooth gradiated local lights.
Thanks ahead of time