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(+2)

Hey, I bought this tool and I love it! I'm currently using a tilemap for a 2.5D game in Godot, and I was looking at your shader examples trying to convert it to work with 3D mesh. The palette gets applied to my object but the colors are all over the place and was wondering if you could help. If not, then still thanks for the tool!

Basic idea is that gray texture is a horizontal lookup value for palette texture. I usually give little offset because the value is right on the border between colors, maybe that’s the problem. The offset I use is -1/colorcount*0.5 to be in the middle of the palette color. Then add a vertical offset to choose the palette row on the palette texture.

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I understand the theory behind it, but It seems I need to up my shader knowledge

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got it working spent 3 hours, just needed to remove "hint: albedo"

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Yeet!