Hey everyone, I decided to release the tricks I did to make this effect!
I was going to post the assets, but it’s very simple so a few screenshots will be all that’s needed
Above is the ‘PS1 Master Material’, which handles the jitteryness and Affine texture ‘warping’, plugged into an unlit material.
This is only one part of emulating how the PS1 looks, however, the second part is limiting the color range and pixel count (although the latter can also be solved by simply rendering at a lower resolution)
Above is the post processor. The most important thing is that it limits the color range to something closer to what the PS1 is capable of outputting, but I also added in a simple ‘pixelizor’ as well.
Once all that is in, you are good to go! A few good pointers to sell the PS1 aesthetic:
- Obviously, models need to be very low poly
- Most animation is linear and don’t use bezier curves.
- A lot of characters don’t animate when they are in an idle. No breathing, nothing. Perfectly still, their 3d model’s won’t jitter if the camera is still. Just a weird thing I noticed.
- Make sure your animations are a little on the stiff side.
The default Third Person Pawn breaks all of these pointers, and therefore looks very strange when thrown into a scene with the PSX effects applied.
I would like to add that the PS1 is capable of vertex based lighting, but I haven’t been able to figure that out, and most PS1 games have lighting baked into the texture, so unlit will have to do on the master material.
I am working on a PS1 fan ‘demake’ with my friend, and I am developing a shader effect that emulates the super unique and janky method of rendering on the PS1.
Check it out below: