How to use the PSX shader - DarkOceanInteractive/project-wendigo GitHub Wiki

This project uses PSX shaders based on this work. They give a PlayStation 1 era aspect to objects that use it applied on.

Migrating to PSX shader

If you have an object using a default Unity shader or any other shader, unless you need very specific features that the PSX shader doesn't include, you might want to apply the PSX shader to your object. Otherwise, it won't have the desired PS1 look and might stand out if all other object around it use the PSX shader.

  • Step 1: Click on the object you want to apply the shader on

  • Step 2: In the Inspector, find its Base Map field.

    Material view in the Inspector

    Material view in the Inspector

  • Step 3: Copy the material properties you want to keep. You can find yourself in 2 cases from here:

    • If your object only has a base color, then click on it an copy it

      Copy the color hexadecimal code

      Copy the color hexadecimal code

    • If your object has a texture, click on it to open it in the project files explorer

      Click on the texture preview icon in the Inspector

      Click on the texture preview icon in the Inspector

      The texture should open in the project files explorer

      The texture should open in the project files explorer

  • Step 4: Change the shader to Shader Graphs > URP_PSX_PBR_Master if you want light to apply to your object, Shader Graphs > URP_PSX_Unlit_Master otherwise.

    Change the shader

    Change the shader

    • If your original shader had a base color, paste its hexadecimal code you copied earlier in the new shader's BaseColor field
    • If your original shader had a texture, drag it from the project files explorer to the new shader's MainTex field
    Set the desired fields accordingly

    Set the desired fields accordingly

  • Step 5: Check all the shader's check boxes except UsePixelation. Uncheck IsSpecular if you don't want your surface to look too metallic (by reflecting too much light).

Result

If the shader is correctly applied, it should look more pixelized and shaky like in the following animation:

Shader demo
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