Pixel Graphics Experiment Part I
April 20th 2020 by SDGNelson
On the weekends I like to try out little hobby projects. Usually to learn something new. This weekend I was curious to check out the Unity "Scriptable Render Pipeline" with the goal of "pixel art" style 3D.
Garden path with grass and colored shapes:
The SRP is used here to render a custom buffer for per-pixel bitflags (e.g. whether to outline) and unique object ids. Then a deferred-rendering-esque pass composites the buffers ensuring the outlines are 1px thick.
Next I think it would be interesting to work on:
- Dithered shadows and/or cel shading for deferred lighting.
- Bloom and ambient occlusion matching the art style.
- Concept of foreground / background priority so that grass in front of the blue cube does not have a blue outline.