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The effect works in two passes :
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- The screen and the volumetric sphere mask are stored in an intermediate render texture (Screen = RGB, Mask = A).
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By enabling the render texture's mipmaps and by setting the filter mode to point (no interpolation between pixels) we can achieve a virtually free pixelization of the texture. Each mip level will be twice more pixelated than the previous one.
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You can change the mask for any other at this stage (see the "Screen And Mask" shader) and the rest of the pixelization will still work with your own mask.
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- We then iterate through the render texture and layer by layer sample in a different mip level, according to the wanted amount of pixelization.
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