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LED Screen Shader
MochiesCode edited this page Sep 29, 2026
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The LED Screen Shader (Mochie/LED Screen) emulates the red, green, and blue sub-pixels of a real display, for world screens, monitors, and video walls. From a distance the pixels blend into a normal image; up close, the individual sub-pixels show. The screen darkens when viewed from steep angles, like a real display, and its surface is glossy black, so it reflects its surroundings like a real screen. It's based on Xiexe's RGB SubPixel Display shader.
| Variant | Description |
|---|---|
Mochie/LED Screen |
Opaque screen. |
Mochie/LED Screen (Transparent) |
Semi-transparent screen, which adds a ZWrite setting. The alpha of the RGB Matrix Texture sets the transparency, so the scene can show through the gaps between sub-pixels. |
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Main Texture: The image shown on the screen, such as a video player's render texture. It's multiplied by the Color below it. With a texture set, it has:
- Tiling and Offset: Scale and shift the image on the screen.
- Scrolling: How fast the image moves on each axis.
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Flipbook: The toggle next to the texture. When on, the texture slot becomes Flipbook, which shows an animated texture array instead of the Main Texture. Convert GIFs with Tools > Mochie > Convert to Flipbook Asset. With a flipbook set, it has:
- Tiling and Offset: Scale and shift the flipbook on the screen.
- FPS: How many frames of the flipbook play per second.
- Roughness: How rough the screen's surface is, which blurs its reflections. The value multiplies the map, with tiling and offset. Low values give a glossy screen.
- Emission Strength: The brightness of the screen.
- Lightmap Emission Strength: How brightly the screen's image lights up the surrounding scene through global illumination. It's used instead of Emission Strength for this, and doesn't include the sub-pixel pattern or the viewing angle falloff.
- Boost Multiplier: How much the brightest parts of the image are multiplied, which makes highlights glow, especially with bloom.
- Boost Threshold: The brightness at which boosting starts. Colors between the threshold and full brightness are boosted gradually.
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RGB Matrix Texture: The sub-pixel layout pattern of the panel, with tiling and offset. The Tiling sets the screen's resolution: the image is shown as one pixel per repeat of the pattern, so higher tiling gives a sharper image made of smaller pixels. Included patterns are in
Assets/Mochie/Unity/Textures/Subpixel Patterns: LG OLED, Modern LED, Old CRT, and Pentile. - Backlit: Adds a faint glow to every sub-pixel, even where the image is black, like the backlight of an LCD panel.
- ZWrite (Transparent variant): Whether the screen writes to the depth buffer, which hides objects drawn after it behind the screen. Turning it off can fix sorting issues with other transparent objects.
- Render Queue: When the screen draws relative to other objects. Defaults to Geometry (2000) for the opaque variant and Transparent (3000) for the transparent one.
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