Oh no, I& #39;m downloading Unity on my personal computer
Let& #39;s see if I can get this type of rendering out of their built in tools
The plan right now:

Render at 320x180 with render to texture and no anti-aliasing
Tint RGB color channels to appropriate CGA colors
Upscale to 1280x720
Apply post blur, bloom, phosphor pattern, and scanlines

Can I do it? NO IDEA
oh no game development is hard

(I got render to texture working, but... only just)
Ok, but seriously

Even though I have no programming experience, this is already better than Unreal because I have more access to parts of the rendering pipeline

I didn& #39;t WANT to use Unity because it doesn& #39;t have good visual scripting tools, but that& #39;s where I& #39;m weak anyway
Welp

It took four hours and I had to buy a package of scripts from the Unity store, but I finally got pixel-perfect upscaled rendering working

This screenshot doesn& #39;t look like much, but it& #39;s actually the most important part of getting proper post-processing working
I can& #39;t wait to figure out which cleverly hidden checkbox I need to hit so post processing will start functioning
After two hours of trying to get it working last night, I& #39;m not unconvinced that the cleverly hidden checkbox is the one that rolls me back to the previous Unity release
Me, attempting to use node-based shaders on a post process script in unity:
Me, realizing that Amplify has the exact post processing tools I want, AND it& #39;s on sale right now:
Gee whiz, I sure am glad these example assets are working perfectly
Test something on work computer

Works perfectly

Yay!

Test on personal computer

Doesn& #39;t work

Boo

Probably messed something up

Make fresh Unity project

Reimport necessary assets

Try same stuff

Still doesn& #39;t work

Pull out hair

Drink heavily

Move to woods

Die quietly
Why did it function perfectly on my work computer?

Because fuck you, that& #39;s why
Ah good, still definitely working as intended
So...

Should I roll back to one of the 2018 versions of Unity if I actually want to get post processing materials from Amplify working properly?

I have no idea what the fuck is going on, and I& #39;ve spent about four hours trying to figure it out
HA! IT WORKS

Big thanks to @FoxBuchele for the suggestion to change to the standard renderer; apparently there are lots of unsupported features in the other render setups.

Now I can once again keep moving on my own post process stuff.
Update:

Before and after the current iteration of post processing

Next step is adding phosphors, scanlines, and a blur to the pixels to make them feel like they& #39;re little glowing dots rather than chunky squares
The colors come from the standard CGA palette, by the way

https://en.wikipedia.org/wiki/Color_Graphics_Adapter

I">https://en.wikipedia.org/wiki/Colo... want this to look like a really pretty version of something that could& #39;ve come out in 1983
Here are some screenshots from the Unreal version of this project that show a little of how the final is supposed to look

I want a very analog/CRT look
The last screenshot shows something I was never happy with in Unreal, now that I think about it

The cast shadows had very crisp edges that split individual "pixels" of the final render

Now that I can more easily render low res and upscale, this shouldn& #39;t be a problem
it

fucking

works
You can follow @xavierck3d.
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