Have I just added a Posterization effect to my ridiculously sophisticated Godot 4 Color Correction and Screen Effects Visual Shader? Yes!
Posterization in this case works only with LUMINANCE, which means, it only cut VALUE of color (Not Hue or Saturation).
A bit of explanation for ones who are reading all these: we take RGB in the end of all changes of our shader, convert it to HSV (Hue, Saturation, Value), and cut Value (or Brightness) into slices and assign them with one specific color each. And then combine + convert it back to RGB, but this time Brightness can only be in steps.
For some games, same workflow must be applied to HUE and Saturation as well.
Additionally, I'm using predefined values for slices, but you can turn them into parameters.
And last but not least: it works well with Pixelization and adds a bit more of Retro feel into it.
https://github.com/ArseniyMirniy/Godot-4-Color-Correction-and-Screen-Effects
#Shaders@GameDEV
#GodotEngine@GameDEV
Posterization in this case works only with LUMINANCE, which means, it only cut VALUE of color (Not Hue or Saturation).
A bit of explanation for ones who are reading all these: we take RGB in the end of all changes of our shader, convert it to HSV (Hue, Saturation, Value), and cut Value (or Brightness) into slices and assign them with one specific color each. And then combine + convert it back to RGB, but this time Brightness can only be in steps.
For some games, same workflow must be applied to HUE and Saturation as well.
Additionally, I'm using predefined values for slices, but you can turn them into parameters.
And last but not least: it works well with Pixelization and adds a bit more of Retro feel into it.
https://github.com/ArseniyMirniy/Godot-4-Color-Correction-and-Screen-Effects
#Shaders@GameDEV
#GodotEngine@GameDEV
❤9
Godot 4 Bistro vs. Bistro with Color Correction, Panini Projection, Chromatic Aberrations, and stuff (Shader).
The default Look is way too saturated and warm (even for sunset), up to the point where certain areas were crushed and details were lost. Be wise: colors are contextual!
#GodotEngine@GameDEV
#Shaders@GameDEV
The default Look is way too saturated and warm (even for sunset), up to the point where certain areas were crushed and details were lost. Be wise: colors are contextual!
#GodotEngine@GameDEV
#Shaders@GameDEV
👍12🤔5