Bit Color and Gameboy Shaders

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  • Hi everyone ^^ !
    I'm restarting to learn hlsl and i've made two littles shaders, I hope they are good enough to be useful or at least be interesting to watch :)

    The first one allow the user to allocate different number of bits for each component of RGB colors or directly define each step of RGB ( to have something like 0-32-64... or 0-47-94... ) to create custom color spectrum and apply it to the app.

    Here is some result you can get with it :

    Please login to see this attachment.Please login to see this attachment.
    ( this is a spectrum made in 6-bit ( 2bit R, 2bit G, 2 bit B ) with the different mode i've tried to create )
    the " No round " use directly the color value without conditions, the second one only round the two higher value and the third test each value and make a smoother spectrum

    In game this can give this kind of result :
    Please login to see this attachment. ( no round ) Please login to see this attachment. ( second method ) Please login to see this attachment. ( third method )

    ( base without shader )
    Please login to see this attachment.

    And here is an exemple with custom RGB steps
    Please login to see this attachment.

    I'm sure this shader can be a lot more optimized but since i'm still learning I'm not sure how to do it, all 3 methods are in the code but are in comment, to use one it has to be decommented first...


    The second one is a lot easier, it's a gameboy style shader with editable color palette,steps for greyscale values and one feature that allow a true black color (basically creating a 5th color which is black ).

    Please login to see this attachment.Please login to see this attachment.Please login to see this attachment.
    ( the outline of the character is created using Looki's pixel outline ^^ )

    If you want to test them:
    Please login to see this attachment.


    PS : I'm really sorry for my broken english :/ I hope it wasn't too hard to read...

  • Hi ^^ !
    To use the gameboy shader, you have to set it on an object and make this object in front of the zone you want to cover ( like a mask ). If you want to cover the screen you can make the object at the same size of the screen on a layer with no scrolling.

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