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This question was closed Feb 10, 2018 at 06:57 PM by meat5000 for the following reason:

Too subjective and argumentative - Discussions go to forums

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Question by junebug12851 · Feb 10, 2018 at 05:58 PM · shaderrendertextureeffectpixelsretro

In what way would be best to achieve a retro Gameboy simulation

So I have a neat idea I'd absolutely love to try out in a game and see how it goes.

I want to make a Unity game and take advantage of the engine but have it render as the old 4-color original gameboy complete with the same resolution 160x144 and respond only to the keyboard or perhaps a joystick or sensors like the accelerometer found in phones. (A mix of old and new)

Now the first thing that comes to mind is to make a 2d game (3d might even work too lol) but render to a render texture of that size then, on each frame, alter the pixels of the texture before presentation so that it resembles the old retro 4-color feel (It wouldn't be that many pixels compared to larger sizes so maybe performance will be ok). Doing it this way would allow the texture to be stretched to the desired size which would be great since monitors or screens are often a bit bigger than 160x144 lol. I figure i can also just add in a RawImage maybe into the UI and have it take up the whole screen so the user only sees that.

But this may not be the best solution and there may be better ways than this to achieve it. What are some ideas out there to achieve this or is my initial suggestion a good one to use?

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