The Retro Base Unlit (Shader Graph) is a variant of Retro Unlit which is designed to make it easier for you to extend the effects yourself. If you want to create a retro shader with custom behavior, I recommend making a copy of this graph and making edits to that copy.

Unfortunately, it wasn’t possible to incorporate every retro effect into the Shader Graph version, but I think it still gives you a good basis for making edits. If you have some HLSL knowledge, then go ahead and make changes to the original Retro Unlit shader!

Parameters

  • Base Color - The albedo color of the object.
  • Base Texture - An albedo texture which can be used to apply more color detail than Base Color alone.
  • Resolution Limit - The new texture resolution. Note that this is rounded down to the next power of 2 (e.g. 196 would actually mean a texture resolution of 128).
  • Snaps Per Unit - The vertices of the mesh will snap to this number of snap points per meter along each axis (in view space, i.e., relative to the camera).
  • Color Bit Depth - How many possible color values can exist per channel. Typically, the maximum for a PNG image would be 256.
  • Color Bit Depth Offset - Adds a small offset to prevent color darkening, which is common when reducing the color depth. The 0 to 1 range of this parameter represents an addition of 0 to 1/(color depth) to the output color.
  • Alpha Clip Threshold - Any pixels with output alpha below this value will be culled, if Alpha Clipping is enabled on this material.
  • Affine Texture Strength - How strongly the shader should apply affine texture warping effects. 0 means the shader uses perspective-correct mapping, and 1 means full affine texture mapping.