We’re going to write a single function, with a void return type, called MainLight_half the half is important because this tells Unity the precision to expect this function to use. This section is based on an excellent article by Alex Lindman on the Unity Blog site, so if you’re not interested in code you can just copy the required code from her article under the “Using the Custom Function File Mode” subheading and skip ahead in the article. Fortunately, we can write our own custom nodes using shader code. We want to modify lighting information inside Shader Graph, but unfortunately there’s not yet a node that lets us access it. The _ON needs to be there to make the keyword toggleable in the Inspector. Go to Keyword -> Boolean, and name it something descriptive Use Lighting?, with a reference value of USE_LIGHTING_ON. ![]() That way, you can toggle between enabling and disabling lighting using a checkbox on the material Inspector. Finally, we will add a keyword to control whether to take lighting into account. ![]() I’m going to name them Darkest, Dark, Light and Lightest, and give them each a default value based on the Game Boy’s original colour palette, with hex values #0F380F, #306130, #8AAB0F, and #BBCF5D respectively. After that, we’ll need to add four Color properties for each of the Game Boy’s four colours. We’ll need a Main Texture, of type Texture2D - this will control the base colour of the object before the Game Boy colour transformation is applied. We’ll begin by adding the properties for this shader. ![]() We are going to write a shader which takes lighting into account, but we don’t want Unity to automatically apply lighting, so we won’t be using a PBR Graph. So that’s what we’re going to do! There are two main ways of doing this, so we’ll do both.įor the first method, start by creating a new Unlit Graph by going to the Project View and selecting Create -> Shader -> Unlit Graph, and name it “GameBoy”. The easiest way for us to make a shader to automatically transform an object to Game Boy colours would be to calculate the luminance of each pixel, then match that up to the four colours, from darkest to lightest. The original Game Boy could only display four colours, each one a different shade of green. As always, this project is available on GitHub.
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