Hello, so i have a material using a noise node and im trying to pixelate it for the style of my game. Ive looked on the internet but could only find tutorials using the texture coordinate. Problem is that a noise node uses the absolute world position and not the texture coordinate. So how would i go about giving my noise a pixelated effect?
I think if you take a variation of the usual formula, and apply it to the world position
That link is about panning, but it’s the same concept.
Ok, so ive been trying this for some time and while i did get the noise pixelated its very glitchy and constantly flickers. This is because world position and floor node dont go together well. Problem I have is that thats the primary component to the pixelation effect im trying to get. If theres any alternatives, let me know, but this is the only solution i know of.
For the time being i might just use default texture samples and add distance blending, vector noise, triplanar mapping, etc. to it so i also get a good result.






