pixels get bigger when I move away from the object. how can I solve this.
this video is not mine but this is how the shader I made looks like right now.
How can I keep the pixel size constant?
I need this effect(my game is third-person):
Try using scene depth in calculations to increase the number of pixels when multiplying.
Can you show me an example of how I can do this?
up
Dude, I tried to recreate your effect. Like I said, if you use the depth buffer, the shader will have some noticeable rings. I tried reducing the precision of world coordinates and converting them to screen space. Here’s the result in the screenshot—feel free to reproduce it.
But just a heads-up, this shader has a specific issue related to temporal anti-aliasing (TAA, TSR, etc.), so you’ll need to disable it or switch to FXAA.
My advice—it’s better to do this not with a shader but by lowering the texture quality on the model itself and enabling pixelation.