PS1/PSX PostProcessing

Usage:

  1.  Set up the scene as follows:
    SubViewportContainer -> SubViewport -> Spatial
    where Spatial is your 3D scene.
  2. In the SubViewportContainer  add a new ShaderMaterial
  3. In the ShaderMaterial add a new Shader
  4. Copy the script below into the Shader-Editor.

Documentation

  • enabled: Easy option to switch off the shader.
  • dither_size: Defines the pixel size that is used for dithering
  • dithering: Use the dithering pattern.
  • colors: Amount of colors that will be used.

Hint

This shader is written for Godot 4.

 

Shader code
shader_type canvas_item;

render_mode unshaded;

#define MAXCOLORS 16

uniform bool enabled = true;
uniform bool dithering = true;
uniform int colors : hint_range(1, MAXCOLORS) = 12;
uniform int dither_size: hint_range(1, 8) = 2;

float dithering_pattern(ivec2 fragcoord) {
	const float pattern[] = {
		0.00, 0.50, 0.10, 0.65, 
		0.75, 0.25, 0.90, 0.35, 
		0.20, 0.70, 0.05, 0.50, 
		0.95, 0.40, 0.80, 0.30
	};
	
	int x = fragcoord.x % 4;
	int y = fragcoord.y % 4;
	
	return pattern[y * 4 + x];
}

float reduce_color(float raw, float dither, int depth) {
	float div = 1.0 / float(depth);
	float val = 0.0;
	int i = 0;

	while (i <= MAXCOLORS)
	{
		if (raw > div * (float(i + 1))) {
			i = i + 1;
			continue;
		}

		if (raw * float(depth) - float(i) <= dither * 0.999)
		{
			val = div * float(i);
		} 
		else
		{
			val = div * float(i + 1);
		}
		return val;

		i = i+1;
	}

	return val;
}

void fragment() {
	vec4 raw = texture(TEXTURE, SCREEN_UV);
	ivec2 uv = ivec2(FRAGCOORD.xy / float(dither_size));

	if (enabled == true){
		float dithering_value = 1.0;
		if (dithering)
		{
			dithering_value = dithering_pattern(uv);
		}
		
		COLOR.r = reduce_color(raw.r, (dithering_value - 0.5) * dithering_value + 0.5, colors - 1);
		COLOR.g = reduce_color(raw.g, (dithering_value - 0.5) * dithering_value + 0.5, colors - 1);
		COLOR.b = reduce_color(raw.b, (dithering_value - 0.5) * dithering_value + 0.5, colors - 1);

	} else {
		COLOR.rgb = raw.rgb;
	}
}
Tags
godot4, lowpoly, ps1, psx, 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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davidrodmad
davidrodmad
10 days ago

This rules, thank you!