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(+1)

IIRC it was accurate dithering that led to moving it to a post process effect rather than object-level (had issues dithering between colours, and didn’t play nicely with transparency).

Wasn’t overly happy with cutting per-object dithering, but it was a relatively obscure hardware feature to begin with (so far you’re the first person to bring it up). Hopefully we’ll be able to get it back in 4.0 by rendering to a buffer to mask dithering, AFAIK that should do the job.

By any chance, do you still have the old version of the shader in one piece anywhere?

It’s all on the GitHub, check the older commits