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In one of many side quests when working on my main project, I tried to recreate surface-stable fractal dithering as seen in this great video by runevision, link below. https://www.youtube.com/watch?v=HPqGaIMVuLs
Here is the Github for his Unity project: https://github.com/runevision/Dither3D/tree/main
I've attached a few screenshots / videos of it working in Godot, if people are interested I'm happy to post code for shaders etc.
There's some annoying quirks about forward rendering that mean we can't recreate it exactly in Godot (to my knowledge), specifically not being able to access finalcolor values and light() being called per light source. I still think it looks pretty cool though!