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NO LONGER MAINTAINED DUE TO CONSTANT UNITY UPDATES TO HLSL CODE. FEEL FREE TO BRANCH/COPY CODE, JUST MAKE SURE THAT ORIGINAL AUTHOR OF TEXEL MATH (https://forum.unity.com/members/greatestbear.1727336/) IS MENTIONED.

This is getting out of hand. Unity is a mess. God knows I've tried to support unity as a c# programmer till the end. Fare thee well, my friends and may you find yourself more patience!

HEAVY TESTING REQUIRED! USE AT YOUR OWN RISK!

DO NOT USE TERRAIN SHADER! DUE TO UNITY HANDLING TERRAIN CONTROL TEXTURES, VISIBLE NORMAL\ALBEDO MISMATCH. CURRENTLY WIP. TERRAIN SHADER MAY BE EXCLUDED FROM PACKAGE LATER

UnityTexelShaders

URP Texel Lighting

Based on com.unity.render-pipelines.universal@7.3.1 package / Lit shader

Actual texel calculation shader math belongs to https://forum.unity.com/members/greatestbear.1727336/

Inspired by this Unity forum thread: https://forum.unity.com/threads/the-quest-for-efficient-per-texel-lighting.529948/

The aim of this project is to make late-1990-early-2000 game graphics, but with all-new look. Think of it as of half-life 1 software renderer with pixelated PBR.

This will not instantly make you game look better (older), as it requires a pixel-prefect texuring and a hard 3d work on low-poly topography\UV mapping.

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