Distance Based Pixalator - 3D Scenes to Pixels View on Asset Store (opens in new tab)

Package details

Latest version
1.1
Last updated
First released
Unity version
2022.3.62 or later
Package size
10.4 MB
Files
11
Favorites
8
Views in the past week
5

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Distance Based Pixalator - 3D Scenes to Pixels

by Gece Studio (opens in new tab)

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Price history for Distance Based Pixalator - 3D Scenes to Pixels, 6 months Current $17.00; lowest $17.00; highest $19.99 in this period. $0 $10 $20 Jun Jul Aug Sep Oct Nov

Asset preview

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Distance Based Pixalator - 3D Scenes to Pixels screenshot 1

Distance Based Pixalator - 3D Scenes to Pixels screenshot 1

About this asset

A dynamic pixelation system based on distance. It pixelates objects in the scene at different resolution levels depending on their distance from the camera. Designed specifically for perspective cameras, it provides separate resolution control for each distance range. This way, you can pixelate all your 3D scenes.

✨ FEATURES

  • Distance-Based Pixelation

Each pixel is rendered at a different level of pixelation based on its distance from the camera. You have full control over which resolution is applied at specific distances.

  • Perspective Camera Support

Not dependent on orthographic projection. Works seamlessly with perspective cameras to deliver a natural, depth-aware pixelation effect in 3D scenes. Orthographic mode is also supported.

  • Customizable Distance Mapping

You can manually adjust threshold values for each distance range in the scene.

  • Level-Based Resolution Control

Define a unique pixel size for each distance level. This allows closer objects to appear sharper while distant objects appear at lower resolution.

  • No Shader Required

Works with your existing materials without requiring any shader modifications.

  • Easy installation

You can set it up in just a few seconds and start using it right away.

🧩 COMPATIBILITY

  • Unity 6.x
  • Unity 2022+

From the publisher's Asset Store listing.

Technical details

Included:

  • 2x Shader (Perpective & Orthographic)
  • 2x Material
  • Demo Scene
  • Documentation

Notes

Tranparant Shaders: Transparent materials are not written to the depth buffer, so they are rendered last. Because of the rendering order, objects using transparent shaders (such as water shaders) may become invisible. Therefore, avoid using transparent shaders. However, you can use alpha clipping instead.

Anti-Aliasing: Using additional anti-aliasing is not recommended, as it can distort the pixel structure and negatively affect visual quality.

Thin Objects: Very small details such as wires, grass, or thin fences may disappear or render incorrectly during pixelation. You may need to thicken or scale such models.

Subpixel Limitation (Perspective Camera): Due to perspective projection, perfectly stable (grid-locked) pixel alignment is not possible. Objects at different depths move at different speeds, which can cause slight shifts.

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP
6000.0.63f1 Not listed Compatible Not listed
2022.3.62f3 Not listed Compatible Not listed

As listed on the Asset Store.