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Question by ina · Apr 16, 2015 at 08:29 AM · lightingshadersshadowsrealtimepixelated

Doom Classic Effect - Realtime Pixelated Shadows

How do you create in realtime pixelated shadows - or convert Unity shadows to Doom shadows to create the pixelated effect?

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avatar image Cherno · Apr 16, 2015 at 08:40 AM 0
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I see no shadows there and Doom doesn't have any either. You probably mean the pixels beco$$anonymous$$g darker the further they are from the bottom in a linear way.

avatar image screenname_taken · Apr 16, 2015 at 10:00 AM 0
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Yeah, doom has no shadows. If however what you mean is to put shadows in your game but keep everything pixelized like doom, then try to render everything in a buffer that is smaller than your resolution but in the same aspect ratio, and then upscale it with nearest neighbor.

avatar image ina · Apr 19, 2015 at 07:50 AM 0
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@Chemo - yes, I meant the pixels getting darker... but it's not always linear distance, as it's also geometry dependent

avatar image screenname_taken · Apr 19, 2015 at 09:29 AM 0
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Try using black fog then.

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Answer by Bunny83 · Apr 19, 2015 at 10:49 AM

I'm not sure what you're exactly looking for, but as other have said, Doom doesn't have shadows at all. It just has a primitive lighting model. I'm not even sure if they do a normal calculating. In Doom all environment is actually lit by baked lightmaps (or already baked into the textures). There are just a few actual dynamical lights. One light moves with the player. Also each shot emits a short light-flash. Besides that nothing of the lighting changes dynamically. Specular highlights are baked and don't change when you move.

The reason why it looks "pixelated" is because it's a quite low resolution compared to nowadays hardware.

If you want such a bad-resolution-effect, the easiest way is using a rendertexture like @screenname-taken already mentioned.

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