Pixel Graphics Experiment Part II
April 27th 2020 by SDGNelson
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.