Trying to pixelate Scene Color but using an object's UV

Hi, I’m attempting to make a pixelated effect that is static when the character rotates. My plan is to have a inverted sphere around the camera that is locked to the absolute world rotation, and then use Scene Color to pixelate it.

However, I’m struggling to find a way to make this work. I basically need to have the world around me be pixelated, but with the pixels aligned to the sphere’s UV. I was able to get a dithering effect working using a similar approach, but that only required a simple blend overlay and a texture. Any help would be appreciated :slight_smile:

The simplest option would be to do the pixelation in the sphere’s material instead of a post process if you want it to be in the objects UVs. The post process has no way to access UV data.

Although for a sphere, new UVs could be analytically generated as a post process, since we can mathematically know it’s exact shape.

i don’t think that’s possible. you’d have to project the scene texture onto the sphere. which is not easy, at all. you also need a stencil for the character to be composited into it later or it will be contained in the scene texture.

i noodled this mess real quick. not sure if that is helpful. doesn’t line up with the world and the world intrudes the sphere.

That’s what I was afraid of. I tried your way but like you said it doesn’t align with the world (I’m in first person so the character issue doesn’t matter), and that was the main functionality I was going for.

For now I’ll just take it as impossible then, but if anyone else has any ideas I’m all ears!

well… in first person you could try too warp and pixelate it in the post processing stage. not sure how the viewmodel is rendered. i think i’ve seen a first person flag somewhere to perhaps delay or seperate the viewmodel draw to not show up in the “world render”.

i currently don’t have a fp_template to try, tho. so…