Analog Monochrome Monitor

My attempt at translating this photoshop effect by TextureLabs in Godot.

I recommend downloading the “Soft Pixel Pattern Tile” on their website and use that as the Tiled Texture in the Shader Parameters. Alternatively, you could make your own.

It’s missing a few features like ghosting, for which I recommend this bloom shader by Zylann in the Godot Forums.

 

UPDATE: Added a new option to change the background color, it will be black by default.

Shader code
shader_type canvas_item;

// texture to be used as "pixels"
uniform sampler2D tiledtexture: repeat_enable, filter_linear_mipmap;
// how much of the tiled texture to show (1 recommended) 
uniform float opacity : hint_range(0.0, 1.0);
// size of pixelation effect
uniform float pixel_size = 0.01;
// whether to greyscale the image or not before applying tiletexture
uniform bool greyscale = true;
// whether to greyscale the image or not before applying tiletexture
uniform float contrast;
// grab the camera's view
uniform sampler2D screen_texture : hint_screen_texture, filter_linear_mipmap; 
// the overriding color of the tiled texture, white by default
uniform vec3 pixel_colors : source_color;
// the overriding color of the background, black by default
uniform vec3 background_color : source_color;

// Convert to Greyscale using luminosity method if aplicable
vec4 to_grayscale(vec4 color) {
	float luminance = 0.21 * color.r + 0.72 * color.g + 0.07 * color.b;
	return vec4(luminance, luminance, luminance, color.a);
}

// Adjust contrast of the greyscale image
vec4 adjust_contrast(vec4 color) {
	color.rgb = (color.rgb - 0.5) * max(contrast, 0.0) + 0.5;
	return color;
}

// Applies the tiled texture on top of the original texture imitating 
// photoshop's HARD MIX blending mode
vec4 hard_mix(vec4 color1, vec4 color2) {
    vec4 result; // The resulting texture
    for (int i = 0; i < 4; i++) { // loop through the four channels
        float value = color1[i] + color2[i]; // add the values of the two colors
        if (value >= 1.0) { // if the value is greater than or equal to 1.0, set it to 1.0
            result[i] = 1.0;
        } else { // otherwise, set it to 0.0
            result[i] = 0.0;
        }
    }
    return result; // return the result color
}


// main fragment func

void fragment() {
	
	vec2 uv = SCREEN_UV;
	vec2 uv2 = SCREEN_UV;
	
	// apply pixelation on the base texture
	uv = floor(uv / pixel_size) * pixel_size;
	vec4 color1 = texture(screen_texture, uv);
	
	// apply greyscale adjustments if applicable
	if (greyscale) {
		color1 = to_grayscale(color1);
		color1 = adjust_contrast(color1);
	}
	
	// apply hard mix blending
	vec4 color2 = texture(tiledtexture, uv2 / pixel_size);
	vec4 final_result = mix(color1, hard_mix(color1, color2), opacity);
	
	// replace default white with desired color
	if (final_result == vec4(1.0, 1.0, 1.0, 1.0)) {
		final_result = vec4(pixel_colors, 1.0);
		// replace default black background with desired color
	} else {
		if (final_result == vec4(0.0, 0.0, 0.0, 1.0)) {
			final_result = vec4(background_color, 1.0);
		}
	}
	
	// assign final texture
	COLOR = final_result;
}
Tags
analog, Pixelated, pixelation, Post processing, retro
The shader code and all code snippets in this post are under CC0 license and can be used freely without the author's permission. Images and videos, and assets depicted in those, do not fall under this license. For more info, see our License terms.

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ColorauGuiyino
8 months ago

Very nice effect. Than you for sharing.

wmyxpid167
wmyxpid167
8 months ago

it is not working for me how is it meant to be setup?

melek
2 months ago

Godot doesn’t support Photoshop’s .pat files (at least, I don’t know how to use them in Godot).

To get the suggested patterns you can use Photoshop, Photopea, or GIMP to import the .pat file, create a 100x100px canvas, apply the pattern fill (there are 2 pixel patterns), then save them each as a PNG.

I admit I couldn’t get this working (Godot 4.2.2). I created a ColorRect, assigned this shader, set the ‘Tiledtexture’ to one of the PNGs, and made it a child of an active Camera2D on the scene. Perhaps there is a nuance to setup I didn’t understand.