Godot Version
4.6
Question
Hi everyone,
Recently I have been trying to make a procedural concrete texture for my 3d game. I would like the texture to be pixelated as this fits the style of my game.
This is the effect I have achieved so far with this shader code (I am using the visual shaders)
My issue is that while the shader produces the right visual effect in UV space, it does not take into account the size of the mesh. In my game I want to use this for the floor texture but the pixel size is then way too large compared to the other assets due to the size of the floor quad.
I want to make sure each “pixel” (that I am artificially generating from rescaling the UVs) on the texture is the same size in world space, not UV space. How would I go about doing this?
Thanks a lot!
Unfortunately I can only upload one image per post so I can not send any screenshots of the texture in engine. Sorry!
