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  1. The colors are determined by equally placed RGB values.
  2. Some node groups calculate the colors from the materials/textures others use custom shading, which node groups you use depend on what look you're going for and what you're working with.
    1. Here is an example of the colors being determined by the meterial  https://twitter.com/_Ash_Cruz/status/1398053623905456129?s=20&t=LERMLkAOtOnDC0lC...
  3. I am actually working on that right now. Today I uploaded my GameBoy camera scene which demonstrates that concept. I am constantly working on these shaders and that is actually the next thing I plan on updating. Currently there are node groups to fix the color pallets but they aren't perfect yet, I still need to implement the "rounding up" feature you mentioned. Without it, random pixels will be off pallet. Currently the only "rounding up" I have is in the GameBoy's color pallet.
  4. the pixel spading shows up as "best as posable" when in the viewport. Basically the dither displays over the mesh but it appears cut off on the edges of the models. On top of that the pixel aspect ratio can look skewed when not looking through the camra.
    1. This video is a example of what the viewport can look like 
  5. The shader only works in Eevee.
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Oh shoot, I forgot to respond.

Thanks for answering my questions. I definitely want to buy this when I get a little extra money. This is one of my favorite looks, and you've done a great job with it.