Gameboy Color Palette Shader

Works with Godot 4.3

Simply put a ColorRect on a camera or anywhere really and it’ll effect that specific area.

Shader code
shader_type canvas_item;

uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap;

uniform vec3 pallette_white : source_color = vec3(0.988235294, 0.980392157, 0.988235294);
uniform vec3 pallette_light_grey : source_color = vec3(0.674509804, 0.149019608, 0.141176471);
uniform vec3 pallette_dark_grey : source_color = vec3(0.925490196, 0.541176471, 0.549019608);
uniform vec3 pallette_black : source_color = vec3(0.015686275, 0.094117647, 0.015686275);

vec3 tex2D(sampler2D _tex,vec2 _p)
{
	vec3 col=texture(_tex,_p).xyz;
	if(.5<abs(_p.x-.5)){
		col=vec3(.1);
	}
	return col;
}

void fragment() {

	vec2 percent = (SCREEN_UV.xy);

	vec3 pixelColor = tex2D(SCREEN_TEXTURE, percent).xyz;
	float a = texture(SCREEN_TEXTURE, percent).a;

	float pixelGrey = dot(pixelColor, vec3(1.0/3.0));
	if(pixelGrey > 0.75){
		pixelColor = pallette_white;
	}else if(pixelGrey > 0.5){
		pixelColor = pallette_light_grey;
	}else  if(pixelGrey > 0.25){
		pixelColor = pallette_dark_grey;
	}else if(pixelGrey > 0.0){
		pixelColor = pallette_black;
	}
	COLOR = vec4(pixelColor, a);
}
Tags
4 Color, gameboy, pokemon
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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Ultimate Gameboy (Color) Shader

Gameboy Look

Extensible Color Palette (Gradient Maps) Now with Palette Blending!

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