Sorry for the slow reply! I think that's a good idea actually, some sliders (maybe even per-color channel sliders so you can quantize the red, green, and blue channels differently) would be helpful. Dithering in screen space within the CRT effect also makes sense, so I'll look into that too.
Daniel Ilett
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Hey! Sorry for the late response - I just pushed an update that adds a flat shading toggle to the Retro Lit shader. It might not align the diffuse lighting perfectly with the Texel Lit shadows, but at least it's not smooth. I'll keep looking into ways to improve the shading further!
I think I'll look into adding dithered lighting at some point, it definitely looks nice!
That's pretty strange and I'm not immediately sure why fog would be broken. I'll try and look into it. Do you think it would be possible to send me the graph you made? My email address is in the README PDF, but if you're not able to send it then no worries, hopefully I can figure out the problem without it.
Yes - these shaders let you use vertex colour painting like that! I haven't included any painting tools in the package but I think you can find those elsewhere. You can also do per-vertex lighting with Unity's regular lights. I'm currently working on an update that should go live in a bit which will make vertex lighting work more reliably!
I think you can ignore the message - I assume everything looks right in the Game View? I'd also check in builds just in case, but if the feature is attached to your Weapon Renderer then it should function okay on just that renderer.
When I added that error message, I intended it to help most users who probably only use a single renderer in their scene, but I'll think about how to handle cases where you're using multiple cameras because currently it's evidently a bit confusing.
Hey, just to let you know - I just pushed a new update which lets you choose whether to run the CRT effect before or after URP's internal post processing (which included bloom). If you choose After, then it should process the bloom properly, and I was able to see it working as intended with Shuriken and the URP particle material. Hopefully that fixes your problem - but please let me know if you're still facing problems with emission!
Hey! Just to let you know - I just pushed an update that includes dithering. I chose to include it in the Retro Lit shader rather than the CRT filter so you have more control over which objects use dithering, and because Retro Lit already supported color bit limiting, but I hope that's close enough to what you needed!
Hey! I just tried adding Bloom to a test scene and it seems to work okay for me, so there must be something else going on here! Are you able to share more details about how you've set up your CRT and Bloom effects so I can try and find out if there's a more specific problem? Maybe there's just certain settings that break it that I wasn't aware of.
Been working on this today and I believe I have fixed some, but not all, problems with lighting. The problem in efenigma's video should be fixed. The problem sBarz was having with Retro Vertex Lit might still be there.
Forward+ lighting should generally be more stable, but I fear I might not be able to get the Retro Vertex Lit shader on par with the regular Retro Lit shader because of the way the shader needs to poll the additional lights. I don't know if it's even possible to do what I want to do only in the vertex shader, but I'll keep experimenting.
Either way, I'm uploading an update as we speak. Hopefully that fixes some of the issues!
Hey, sorry I missed this! When you reduce the reference resolution, the internal texture used for the CRT effect will resize itself. If I remember correctly, it uses bilinear filtering, which would look blurry when the resolution is low enough. I can look into adding a toggle to use point filtering for a crisper image instead. Thanks for letting me know!
Oh and also, I'm not sure if the vertex painting tool will get added for sure - I did look into what would be needed for that and it would be a lot of work. There seem to be vertex painting tools out there that might just do what people need anyway. I did release the N64-style 3-point bilinear filter shader earlier today though!
There might be a few unforseen problems with certain platforms. I'll admit I didn't test out WebGL builds, but I have heard before that there are certain shader features that straight up don't work on that platform. The noperspective keyword, which drives the affine texture mapping effect, might be one of them. I'll have to test out the CRT effect with WebGL but I really hope it's feasible to get running, but thanks for letting me know about these problems.
That's actually a bit weird that the base texture isn't preserved - if you mean you're going from Lit to Retro Lit, they both use _BaseMap as the shader reference and I think Unity is meant to keep textures in that case. I'll see if I can get that fixed.
With the surface options menu bit, I can probably find a way to auto-open that, although I'm not sure which people would generally prefer. Interestingly, I had to create that whole bit from scratch - I really wish there were a way to just click a button somewhere and Unity just adds that whole section, but nope, it involves a fair bit of editor scripting!
Hey! I can look into adding back the Render Pass Event options, hopefully that would solve your problem. Not sure what the issue is that prevents both these assets working well together, but if I were to test my own shaders with other assets I'd be here for an eternity of course! Did the game look different between editor and build in previous Unity versions?
Hey! Still in the process of squashing a few bugs people have reported, and after that, I plan on adding some shaders that people have asked for: an N64 3-point "bilinear" filter shader, a flipbook and billboard shader, dithering, and maybe also a vertex painting tool.
Obviously all of that is subject to change, and I'm always happy to hear feature requests (although I may not add all requests of course)!
For sure! Definitely looking into more lighting options, and a billboard shader is a neat idea. So is a flipbook shader. Do you know what specifically you would be looking for with an N64 shader that's different to the PSX shader? I'm preparing a new update and more of the PSX stuff (like affine textures) will be toggleable.
Hey, thanks for sharing with me!
Looks quite strange indeed - not sure what would cause lines that are all broken up like that. I assume it's because the shader is trying to sample pixels outside the bounds of the screen, although it should clamp to the edges. I'll look into this!
Which render pipeline are you using?
Officially, the version I created the pack with is Unity 2022.3.0f1, and typically LTS minor version releases don't massively break compatability. So although I didn't specifically test 2022.3.4, there's no reason it shouldn't work in that version. Support for the Unity 6 beta is also a bit wonky but I am actively developing that.
Yes! I'm always on the lookout for suggestions and I did plan on expanding the selection of effects in this pack - that's definitely on the list.
Hey! I just published an update for this pack that means it properly supports RTHandles and the Blitter API in URP. I've tested it and it is functional in 6.0.0 (and I believe by extension also 2023.x), however you do need to disable Render Graph to make it function.
It looks like the requirement to support Render Graph introduces another breaking change so I'll need to develop another update to support both RG and non-RG workflows. The non-RG workflow works with Snapshot Shaders Pro, though. I think Render Graph will be enabled by default in Unity 6 LTS, whenever that drops.
For now, you can disable Render Graph via Project Settings -> Graphics -> Pipeline Specific Settings -> URP. You will find a checkbox to disable Render Graph near the bottom of the window. It's not a perfect solution but I hope you can at least use these assets for now!
Oops, I missed this. Yes - I plan to add support for 2023.x/6.x for URP and I'm aware it's broken currently - there were some breaking changes on Unity's end so I need to redo a lot of the code. I don't have a time estimate for adding compatability with the newer versions but I hope this is the last breaking change in the way post effects work for a while!






























