Three.js/WebGL custom PSX-style shaders/filters (Z-fighting/jitter/whoob, dithering, CRT filter)
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Published on ● Video Link: https://www.youtube.com/watch?v=OG84NOXwvaE
Simulating jitter on vertices (low floating point precision of the PS1 GPU)
Limitation on the number of colors (8, 16, 32 and 64)
Simulation of texture printing in old games, reducing textures to 128x128
Fog calculation (to simulate the fog effect used on PS1)
Screen pixelation
Dithering in materials and filter, in separate color channels (RGB)
PS1-style rendering noise simulation
Simulation of the effect of RGB pixels on CRT monitors. This will create a slight deviation between the channels, mimicking the pixelation effect.
Curvature effect characteristic of old CRT monitors