Hi there. I’m trying to achieve something like a mosaic effect, basically would be dynamic downsample of the screen using a nearest-neighbor filter. Any idea how to do it?
I’ve researched and tried to get my head around ScreenTexture and Postprocessing but I don’t seem to nail it. So any help would be more than welcome.
I’ll leave this as an example in case I didn’t made it clear through words
There might be easier ways, but I would go about creating the formula in a material, and then use that as the postprocess material, at least that’s the way we implement it in UDK, but there shouldn’t be much change in this regard.
I see, well implementation of which part you have a problem with, Using the material with PP or creating the actual material? And have you choose a particular algorithm for the downscaling itself?
Creating the material itself. I tried to use SceneTexture, and divide the Size output, but it clearly doesn’t work. I’m not quite experienced with Unreal to tell you the truth, I’m more on the artist asset creation side of the things. Any help with this would be really appreciated
By changing the constant at the button in the red box, you can specify how much down you want it to to scale the screen’s resolution. This is what you get by “6 , 6”:
Seems like your version just about covers it, mine just adds in some more/other tweaks that I’ll show below. So if he wants it, I can share a video of setting it up, otherwise your setup is great . But yeah here’s what I mean by extra tweaks:
I just got back from work and found all this! It’s amazing! Thanks both of you! I think with Farshad’s shader I’ll be more than fine because that ‘pixelated’ effect it’s just what I need, but I loved the color sampling effect you made Wisdomcube! I’d love to see how you made it
So everything was all peaches and cream, until I found out that SceneTexture is not available on Mobile, due to ES2 limitations. So I’m back to square 1 =/
I can’t think of another way of doing it without a material through a post processing effect. Any ideas?
It’s ok, though next time try to explain your situation with a bit more details.
I’m not an expert when it comes to mobile though, Most my games using UE where PC/Mac, and the ones that actually did target mobile, didn’t require any heavy post processing anyway. Might wanna wait for someone who actually used this on mobile to see if there’s a viable option for it.