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LED Screen Shader

MochiesCode edited this page Sep 29, 2026 · 1 revision

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.

πŸ“Œ Variants

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.

Image

  • 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.
  • 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.

Panel

  • 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.

Render Settings

  • 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.

πŸ”’ = Patrons only


Avatar Shaders

Uber
Uber X πŸ”’
Uber X (Outline) πŸ”’
Taken πŸ”’
Avatar Props πŸ”’

Environment Shaders

Standard
Water
Water (Tessellated) πŸ”’
Underwater Visuals
Glass
Splat Mapping πŸ”’
LED Screen

Special Effects Shaders

Particles
Particles X πŸ”’
Screen FX
Screen FX X πŸ”’
Corruption πŸ”’

Links

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