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2D & 3D / Re: Realtime Rendering of 3d Meshes as Pixelart
« on: September 25, 2015, 07:05:29 pm »
Conceit: Yeah, right now the pixels are directly tied to the color indexing. That's not an easy thing to untangle - it will take me a second. I'll look at hooking up the self-illumination to also remove shadows - if there's more than 25% self illumination, disable shadows? Or something.
Okay! So, I re-wrote the dithering to work on the material, not as an overlay. It works a TON better. It's now controlled via vertex colors, which means variable dithering is possible! It's pretty nice, and adds a huge amount of control to the visual result. I also set the shadow density to 50%, and toned the ambient values down as well.
Enjoy!
Okay! So, I re-wrote the dithering to work on the material, not as an overlay. It works a TON better. It's now controlled via vertex colors, which means variable dithering is possible! It's pretty nice, and adds a huge amount of control to the visual result. I also set the shadow density to 50%, and toned the ambient values down as well.
Enjoy!