would be neat if you could have a palette be generated from the colors of the texture you imported. basically just reducing the number of colors used in the image via a slider without having to select a palette.
Onsku
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Noticed a tiny bug with the dither pattern scaling (nothing too bad though) if you have the game view resolution set to something not 2x the reference resolution (or you have the pixel scale set to something weird), the dither pattern pixels get weirdly squished around. Better explained by the screenshots below where the first one is with 1920x1080 and the second one is with 2560x1440. I have scale in screen space turned on and the vertical reference resolution set to 1080. Seems that the dither pattern scales with the scanline/rgb size slider.


Hello there
Would be neat if you could choose the level of colors on screen via a slider for example, I am aware of the custom palettes option but I think having this could make limiting the colors in general without a palette in mind a bit easier.
Paired with this, an option to dither the onscreen colors would be nice. This along with the quantization would make for a great addition.
Hi!
While testing the TexelLit lighting mode on the Retro Lit shader, I noticed that the objects still use a somewhat default per-pixel lit look on top of the texel based lighting. Is there a way to just purely use the texel based lighting without any per pixel "modern" lighting blended? The look I'm going for purely uses the texels for highlights and shadows. Is this possible to achieve?
Below is an image where you can clearly see the line of the basic lit shadow and the pixelated texel shadow.

If it's possible it would be cool to be able to have the texel lighting be dithered itself without affecting the base texture. (Example image below)

Thanks!








