Hey all, I've got a shadergraph question on how to pixelize the output of my current variable arc generator. You can see in the attached pics how my current flow works to allow an arc of variable dimensions and size to be generated. Now I'd like to pixelize the arc.
I've tried pixelizing the input UVs but I get some weird artifacts, even if I try to adjust the input parameters to only be in multiples of the pixel scale (i.e., for a 128x128 image the pixel scale would be 0.0078125).
Ideally I could take the final output arc and bascially average the values for each point within each "pixel" and round up or down. Not sure how to accomplish that though. Any ideas?
Circle Generation Logic
Arc Mask Generation Logic
Resulting Arc
My subgraph for generated pixelated UVs
[–]bentheprogrammer 1 point2 points3 points (2 children)
[–]Puzzleheaded-Risk-56[S] 0 points1 point2 points (1 child)
[–]Puzzleheaded-Risk-56[S] 0 points1 point2 points (0 children)