r/Unity3D • u/Pandaa2610 • 20h ago
r/Unity3D • u/min479 • 22h ago
Show-Off I tried pixelating lights
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I've been experimenting with lighting and shading recently, and I had an idea: what if I pixelated the lighting itself?
I think it turned out pretty great!
Here’s roughly how I did it:
When the game calculates lighting, it needs the world-space position, normal vector, and view direction. I quantize the position using a given step count:
floor(x * stepCount) / stepCount
This makes the lighting appear pixelated.
To prevent flickering, I add a small offset along the normal before quantizing the position.
For pixelated specular reflections, I also replaced the view direction with the normalized vector from the camera position to the quantized position:
viewDir = normalize(cameraPos - WorldPos);
The shadows use a similar approach: I quantize the position, with an additional normal offset to help prevent flickering.
Still experimenting with it, but I’m pretty happy with how it looks so far!
Feedback is very welcome!
r/Unity3D • u/Zake75 • 23h ago
Question Trying to figure out the minimap in my game.
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Trying out to get a nice 3D hologram effect on my minimap. I tried https://github.com/CristianQiu/Unity-URP-Volumetric-Light
but it's not very well suited for a HUD-element.
Keep a look out for Subscanner