That is really a great thing for us all. http://fewhacks.com/
I just based my landscape material on this. I just wish I could exactly figure out what is going on with normals, ao and displacement here.
That was extremely helpful! Thank you!
The team behind Ira indie video game has released a tutorial on creating retro pixels in Unreal Engine 4. The process was explained by Zach, one of the creators of the action-adventure project.
He explained how to make any project look retro by scaling the pixelization. Zach created a new material, double-clicked it and opened it in a separate tab. First he went down to material properties and made sure that it wasn’t a surface but a post-process shader. Iras creator then added a Screen Position and a ComponentMask to the material, as well as a Multiply node. It was also necessary to create a Scaler Parameter node and set its default value to 300. Next he added a Floor node, connected it with Scaler Parameter and the Multiply node.
Another Floor node was added and connected with Multiply. Both Floor nodes were then tied to the Divide node. The next step was adding a Scene Texture to the material. It was connected to the Divide and the Emissive Color parameter. In order for this to work the Scene Texture features had to be changed from “Scene Color” to “posed process input 0”. Zach then applied the shader to the scene via the Post-Process tool. It allowed regulating the size of pixels.
Ira is an independent action-adventure video game in development at Ore Creative. The games first act Pilgrimage will tell a story of a young boy who travels into outer space. His journey will take him away from a home on a farm to Mars. He will travel there in a cryogenic capsule. The protagonist will search for the source of an unexplained signal. Ore Creative is an indie game studio located in South East Michigan.
There is already a playable demo on Steam. Ira is set for a February 2, 2017 release on Windows and Mac OS x.
© Ira – game, 2016 YouTube Link