Brutile Posted February 24, 2016 Share Posted February 24, 2016 Is there any way to scale the screen to make it pixelated? I want to achieve a retro look where instead of rendering 1 pixel per screen pixel, I want to render 1 pixel per 2x2 or 4x4 screen pixels. Quote Link to comment Share on other sites More sharing options...
shadmar Posted February 24, 2016 Share Posted February 24, 2016 Yes you can do that postprocess (20_pp_pixelate) http://www.leadwerks.com/werkspace/page/viewitem?fileid=256268930 Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
Brutile Posted February 24, 2016 Author Share Posted February 24, 2016 Thanks shadmar. That's almost what I'm after, but is there any way of making it sharper? I'm looking to have solid pixels, without any kind of blending/combining. I'll try to figure it out myself, but in the mean time if you know how to do it, it would be greatly appreciated. Quote Link to comment Share on other sites More sharing options...
extenz Posted February 24, 2016 Share Posted February 24, 2016 Thanks shadmar. That's almost what I'm after, but is there any way of making it sharper? I'm looking to have solid pixels, without any kind of blending/combining. I'll try to figure it out myself, but in the mean time if you know how to do it, it would be greatly appreciated. Adjust this - const int downgrade = 6; 1 = 1920x1080 6 = 320x180 1 Quote Link to comment Share on other sites More sharing options...
Brutile Posted February 24, 2016 Author Share Posted February 24, 2016 Sorry, that's not quite what I meant. Say there is a cube in the level that is white with a black shadow. One side is white, one side is black. Where the white meets the black, I don't want grey, I just want white and black pixels. Quote Link to comment Share on other sites More sharing options...
Brutile Posted February 24, 2016 Author Share Posted February 24, 2016 It would be a lot more elegant to scale the context/window, but there is no function that does that. Quote Link to comment Share on other sites More sharing options...
macklebee Posted February 24, 2016 Share Posted February 24, 2016 Say there is a cube in the level that is white with a black shadow. One side is white, one side is black. Where the white meets the black, I don't want grey, I just want white and black pixels. so like this but pixelated? Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Brutile Posted February 24, 2016 Author Share Posted February 24, 2016 I was using black and white as an example, I didn't mean it literally. I'll explain it in images. I've attached two images, imageA is what I want. imageB is what is happening. Notice the blending in imageB. If the object has 3 different colors, I only want 3 colors being rendered, not any in between colors. Quote Link to comment Share on other sites More sharing options...
Brutile Posted February 25, 2016 Author Share Posted February 25, 2016 I figured it out. I used the general concept from shadmar's shader (thanks btw!) and made one that suits my needs. I uploaded it to the workshop if anyone wants to try it. http://steamcommunity.com/sharedfiles/filedetails/?id=632139610 2 Quote Link to comment Share on other sites More sharing options...
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