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Remember to put a witty tagline here – 2020 edition.

Pixel Graphics Experiment Part II

Continuation of Part I.

There are a lot of different ways to do light shading! The source code for Unity's Universal Render Pipeline was a good reference for the Unity internals. This does per-object forward lighting in a single pass which I think might prove useful to keep the dithering stable.

The dithering makes it difficult to see the object outlines. It might help to do cell-shading instead, and I am still curious to try shadows next.