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psx_retroshader's Issues

Flat shading with light reflection strength

Hi, first let me say that I grew up with the PSX so this project is really awesome and I am actually using your shaders in my game in development currently. I hope more people start using these because I love the aesthetic created by the PSX's technical limitations

I noticed that you started adding some more features in the past days to make this suite even more complete and while playing Spyro recently, I noticed a cool effect that I think would be a great effect.

Watch the spinning talisman at 11:03 in this video https://www.youtube.com/watch?v=vpjrIzTXdo8
Notice that its golden surface appears highly reflective by using normals to have certain faces almost completely black while faces coming into view are almost completely white. I think adding some sort of reflection strength and whatnot could be a nice addition.

I don't know if this can be concidered an issue.

Hi, so I'm not familiar with shader programming, and I'm having some problems trying to Implement shadows on this shader, so is there a way you could do a version with the implementation of shadows? I'll be very glad if so, this would be a very good option for some types of game with old rendering style while still having shadows avaible.
As well Emission would be awesome.
Also if possible of giving some advice for flashlight (spot light) while using this shader, because it feels like the textures are ignoring the lights.
Thank you.
-Dan.

The lighting is bananas.

Provided screenshot with issue
(https://user-images.githubusercontent.com/28881407/90869385-27ac6400-e366-11ea-8a5e-179294810ec4.png)

I decided to use the default scene to make my project using this shader, because its the only way ive ever seen lighting of any kind on these shaders since i cant seem to figure how to use them, none of the shaders react to lighting except in this example scene. However when you get far enough away from an object i've located that the fog seems to be causing the psx textures to warp and band around the screen in absolutely extreme ways, except i and any other playstation style projects would need fog and darkness for the project, the default scene the shaders came with had this problem.

Doesn't work.

I imported the shaders to my project and they don't work at all.

Shadows?

Hey, I've been using this amazing shader, really love going back in time!

Is there any chance for you to add shadows aswell? Like simple circle pixelated shadows on the ground of the meshes, that would be great!

How to adjust Unity ambient color to reduce distortion?

I've tried toying with the render settings, the camera skybox color, and the lighting color on my default light object, and none of these things seem to make a difference. Not sure if I'm doing something wrong or if the shader needs to be updated in some way. Thanks for any help.

Weird light behaviour on Unity 2017.1

First I would like to thank the creator of this shader, because it's amazing! It really gives the game a nice retro feel.

So I ran into issue where some lights stops illuminating a vertexlit material depending on the angle. I'm not sure why , as it doesn't happen with all the lights and not in all environments. Tried with default options and nothing changes.

Examples:
https://streamable.com/jdq4n
https://streamable.com/a8t3f

Any tips?

How to use this?

I'm not very good with shaders, and I'm not sure how to use this shader package at all. I tried using Graphics.Blit on a script attached to the camera and a material with the unlit shader on it. I also tried applying the shader to a material, and using a render texture for the screen, but that didn't help at all. I'm not so sure what shaders I need to use in order to get all of these effects. The effect I'm trying to go for is a pixelated screen, with the "jitter" effect as well, as well as textures on my models. I am using Unity Version 2018.3.5.

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