Table of Contents
Introduction
In the past, PSX games exhibited a shaky and wobbly vertex effect, an unintended consequence of the absence of floating-point precision.
The PSX’s hardware only allow fixed point calculation so when the camera is moving or an object is moving, any given vertex stays in its position until it’s close to the next position and suddenly snap to it, nowadays graphics hardware can interpolate vertices between two positions smoothly thanks to more floating-point precision that is available.
We assume you have already created a clean project ready to test the shader or you already have a project that you want to change its graphic style. At the very least, you should have a mesh with a material applied to it.
Preview
You can download the complete project at the end of this tutorial so you can check it at your own pace, you will find everything documented.
Casual Game Lighting is a material function with a collection of lighting features like fog, diffuse, ambient lighting, and specular lighting. It’s made for anyone who wants to make a beautiful and appealing casual (or hyper casual) mobile games. It will make your game looks on mobile devices exactly the same way it looks in the editor.
– Marketplace Link: Click Here
– Documentation and how to use it: Link
Step 1: Create a material parameter collections
Material parameter collections is an asset that store global parameters (a set of scalar and vector parameters) that you can reference in any material. For example wind direction and strength can be referenced by all foliage’s materials. To read more, check this link.
To create a new material parameter collections asset, in content browser right click and go to Materials & Textures > Material Parameter Collection.
Next add two scalar parameters, Global_PSXEffect_3dGridCellSize & Global_PSXEffect_PixelizationAmount
Hit save and close the window.
Step 2: Create material function
The function PSXEffect_Function returns a vertex offset data; we use it to offset vertices to get the shaky effect. The function also pixelates UV data, we plug the return value in Texture Sample node to have a pixelated texture.
Notice that we used the parameters we created previously in material parameter collections.
To understand how we shake the vertices, imagine a 3D grid around your mesh, and vertices snaps the closest points in that grid.
Step 3: Add PSXEffect_Function to you materials
It’s easy to add a function to a material. You can add it by left click in the material editor and type the name of the function.
Source File
That’s all folks! Thanks for reading. If you have any questions, drop a comment here or join me on Discord.