Your material nodes were quite clear. They're much cleaner compared to other graphs I've seen.
The only thing that was tough to understand was how the Dither texture actually worked when the nodes go through the MF_Dither material function as there was no comments within that.
I can see the Multiply-floor-divide to pixelate makes sense, and it uses similar nodes to get the Dithering UV, but how the UV coords translate to how much should dither from color step to another is a bit tough to understand.
Overall, Very happy with the material post process, and when the game is further in development I can show how well the post process works.
M500-web
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This is a fantastic shader. Do you know if this works for Unreal engine 4.23? Using that since it's the last version that supports packaging to HTML5.I have resolved the issue. Since migrating the content gives errors, I had to manually reconstruct the nodes and functions in the older version. However, the "MF_Dither" function gives errors with a material function containing the SceneTexture:Postprocess node. Migrating that function out of it's own function into the dither material resolved those issues, and going step-by-step in finding what nodes were connected to what has resolved the issue, and the material function works in older versions now.
I've looked at your material functions and tried to replicate the nodes from 4.27 down to 4.23, since it looks like all of the material nodes are the same, but I'm failing to replicate the same effect.