Nitro-Gen Studios
Nitro-Gen Studios
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The coolest shader effect that nobody uses
So posterization is just so insanely cool and for some reason it's very underused in the gamedev industry. In this video I explain how posterization can be used in some unconventional ways to generate some incredible effects, and even custom color palettes at the end.
0:00 Intro
0:24 Example 1.
0:54 RGB Posterization
1:45 Example 2.
2:26 HSV Posterization
4:18 Palette generation
6:15 Multiple palettes
7:34 Outro
#shaders #gamedev #indiedev
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ความคิดเห็น

  • @nicks4727
    @nicks4727 3 วันที่ผ่านมา

    I would like to see if you could make any changes or improve this with OKLAB color space

    • @nitro-gen-studios
      @nitro-gen-studios 3 วันที่ผ่านมา

      Already did and it looks great! I'm going to show it off in the next video (which should be coming the next week)

  • @miundamera
    @miundamera 4 วันที่ผ่านมา

    😢😢😢 finally someone showing some love to posterization!!! Ive been using it consistently with my digital art because discovering how powerful it was literally shaped my art as a whole and managed to make me find my art style!!! Im honestly surprised to see no one talk about it

  • @titanic_monarch796
    @titanic_monarch796 5 วันที่ผ่านมา

    I haven't watched the video properly yet, but iirc this was pretty common for earlier cell shaded styles so that might have given it somewhat of a bad image? (no pun intended)

  • @Daemonworks
    @Daemonworks 6 วันที่ผ่านมา

    You can find examples of posterization in mapping. Meteorological maps may posterize pressure or temperature regions as an overlay. Same with distribution maps. Topographical maps are basically a map with a z axis rendered via posterized steps. Enter the spiderverse also simulated animating at differen frame counts (on ones, twos, threes, etc) which is essentially posterizing motion to achieve the effect of accentuating miles initial clumsiness compared to the others.

  • @tdubmorris5757
    @tdubmorris5757 8 วันที่ผ่านมา

    example 2 just reminds me of floating point errors when you go too far from 0, 0

  • @KinHallen
    @KinHallen 9 วันที่ผ่านมา

    Why does TH-cam keep recommending me Hungarian channels lmao

  • @TheJamesM
    @TheJamesM 9 วันที่ผ่านมา

    Personally once you leave the domain of colour I'd use the term "quantization" rather than "posterization", but the latter's Wikipedia page describes "time posterization" (reducing the effective framerate without changing the runtime of the video), so I guess there's precedence for the word being used more metaphorically. (The term originally derives from the appearance of posters printed using a limited colour palette, as is common with some methods of printing.)

    • @nitro-gen-studios
      @nitro-gen-studios 7 วันที่ผ่านมา

      Yeah, I've seen a bunch of people call it "color quantization" when talking about color posterization, but I just didn't really want to confuse the viewers by using multiple words to describe basically the same technique.

    • @TheJamesM
      @TheJamesM 6 วันที่ผ่านมา

      @@nitro-gen-studios That makes sense

  • @EmpinadoMaxbmdggTheSun
    @EmpinadoMaxbmdggTheSun 9 วันที่ผ่านมา

    when I was 9-10 yo I had an HTC mobile that had a lot of cool effects included in built-in camera app, and they all worked in real time, and the posterization was one of those. This video just brings me nostalgia feelengs

  • @casev799
    @casev799 10 วันที่ผ่านมา

    Jpegging, but with purpose

  • @Lars_Ziah_Zawkian
    @Lars_Ziah_Zawkian 10 วันที่ผ่านมา

    Alpha Minecraft lighting effect

  • @user-tm6cg2tk1r
    @user-tm6cg2tk1r 10 วันที่ผ่านมา

    But, Acerola??

  • @abdelrhmanhatem6872
    @abdelrhmanhatem6872 10 วันที่ผ่านมา

    could you please give a link to the shader?, a git hub link or anything, iam new to shaders and i tried to follow but i just cant get it to look even close without it bugging everytime.

    • @nitro-gen-studios
      @nitro-gen-studios 10 วันที่ผ่านมา

      which shader and what is the issue?

    • @abdelrhmanhatem6872
      @abdelrhmanhatem6872 10 วันที่ผ่านมา

      ​@@nitro-gen-studios wdym which shader wasn't the whole vid on one shader :D?, am i really that of a rookie to not notice there were multiple shaders? i was interested in a posterizing shader like that of lethal company and you were the only one explaining the process behind it but i just can't implement it in my game. i was asking for the project file to read it since the vid never showed the whole code together. ty in advance :3

    • @nitro-gen-studios
      @nitro-gen-studios 10 วันที่ผ่านมา

      Here's the palette based one. Create a flat plane mesh in front of your camera and apply the shader to that. (yes, godot screen shaders are that janky for now) It shouldn't be hard to modify for the simpler paletteless shader, just find that part in the video and try to copy the code from there. pastebin.com/0WVvgFPa (the reason why this code looks different to the one in the video is because that code was made with multiple palettes in mind. This one is made for a single color palette, and is a lot simpler)

    • @abdelrhmanhatem6872
      @abdelrhmanhatem6872 10 วันที่ผ่านมา

      Thank you bro, the problem was me applying the shader to the objects instead of the camera lol! actually excited for new videos.

  • @BadmanYT-1254
    @BadmanYT-1254 11 วันที่ผ่านมา

    I only new this from my 2DS lol

  • @kaye_kayeslider
    @kaye_kayeslider 11 วันที่ผ่านมา

    Doesn’t lethal company use this?

    • @nitro-gen-studios
      @nitro-gen-studios 10 วันที่ผ่านมา

      Yes they use it on their volumetric fog.

  • @melonoshi
    @melonoshi 12 วันที่ผ่านมา

    Tbh I feel like its overused rather than something "Nobody uses"

    • @nitro-gen-studios
      @nitro-gen-studios 11 วันที่ผ่านมา

      Well then, tell me some games that use it, cause I'd love to know more!

  • @AwesomeYena
    @AwesomeYena 12 วันที่ผ่านมา

    So... Simulating old graphics of video games from 20+ years ago?

    • @nitro-gen-studios
      @nitro-gen-studios 12 วันที่ผ่านมา

      tell that to pixel artists 👍 (also that was a hardware limitation back then)

  • @pantheonmaker9437
    @pantheonmaker9437 13 วันที่ผ่านมา

    Using þese techniques as well as a smaller pixel ratio (like 160x144) could be interesting

  • @NickCombs
    @NickCombs 13 วันที่ผ่านมา

    I think the trick to making this effect look really nice is to ensure all of the banding goes along smooth curves rather than noisy edges.

    • @nitro-gen-studios
      @nitro-gen-studios 12 วันที่ผ่านมา

      Completely depends on the artsyle you want. I wanted to make it look a bit less smooth but not as noisy as something like dithering.

    • @NickCombs
      @NickCombs 12 วันที่ผ่านมา

      Yeah, that's a fair point. I do think a cleaner look is going to be a more popular style though.

  • @hotdog9259
    @hotdog9259 13 วันที่ผ่านมา

    To what extent is this similar to cel-shading? They seem similar to me but I haven't seen anything comparing them. The Wikipedia articles for each don't even mention each other.

    • @nitro-gen-studios
      @nitro-gen-studios 12 วันที่ผ่านมา

      They have nothing in common except looks. This is something I'm going to be talking about in the next video because a lot of people seem to be confused.

  • @benceblazsovics9123
    @benceblazsovics9123 13 วันที่ผ่านมา

    "The coolest shader effect that nObOdY uSeS" except it's the base of cel-shading, used by nobody i guess, except for the recent gratest nintendo titles..? also bojler eladó

    • @nitro-gen-studios
      @nitro-gen-studios 13 วันที่ผ่านมา

      fun fact: cel-shading has nothing to do with posterization, or even rounding. Do some research before commenting stuff like this. Also a bunch of other people have already commented this and my response there was: "Cel shading is a per object shader and it's basically a way of calculating lighting in a more stylized way. My posterization filter is a fullscreen post-processing effect, meaning it's ran for every pixel of the screen texture after the base render is done."

    • @benceblazsovics9123
      @benceblazsovics9123 13 วันที่ผ่านมา

      @@nitro-gen-studios just because you run the same shader for the whole screen, doesn't mean that cel shading is entirely different. cel shading uses banding based on normals instead of the color of the pixel, pretty much the same procedure. maybe it doesn't use dither a whole lot.

  • @WingofTech
    @WingofTech 14 วันที่ผ่านมา

    Reminds me a lot of Lethal Company!

    • @nitro-gen-studios
      @nitro-gen-studios 13 วันที่ผ่านมา

      That's because LC uses posterization on their volumetric fog!

  • @timthecringe
    @timthecringe 14 วันที่ผ่านมา

    voices of the void kind of uses posterization

    • @nitro-gen-studios
      @nitro-gen-studios 14 วันที่ผ่านมา

      I looked it up, and I really doubt it uses it unless we are talking about different games

  • @apersunthathasaridiculousl1890
    @apersunthathasaridiculousl1890 15 วันที่ผ่านมา

    I feel like there are very little applications that’ll actually look good with this shader

  • @SomeRandomPiggo
    @SomeRandomPiggo 15 วันที่ผ่านมา

    I don't really like the look of it, it reminds me of texture compression

    • @nitro-gen-studios
      @nitro-gen-studios 15 วันที่ผ่านมา

      That's fine and I respect that

  • @MustacheMerlin
    @MustacheMerlin 17 วันที่ผ่านมา

    Well I mean. This effect is very popular though? You just made cel shading.

    • @nitro-gen-studios
      @nitro-gen-studios 16 วันที่ผ่านมา

      Someone already asked this before so I'll just copy paste: "Cel shading is a per object shader and it's basically a way of calculating lighting in a more stylized way. My posterization filter is a fullscreen post-processing effect, meaning it's ran for every pixel of the screen texture after the base render is done."

  • @wizard4599
    @wizard4599 17 วันที่ผ่านมา

    Hah, I actually did this today at work for a certain shader. Posterisation isn't just for end graphics, but can also be a great tool for generating masks or other elements that make up the final image. In my case, I used it to create a procedural grid texture by posterising the X and Y axes of a texuture coordinate.

  • @victorf-i5228
    @victorf-i5228 18 วันที่ผ่านมา

    Looks like shit.

  • @Monody512
    @Monody512 19 วันที่ผ่านมา

    As a video editor, posterization sets off my constant fear of visible banding from running into the limits of the 8-bit color space. :P

  • @SalamanderMoon
    @SalamanderMoon 19 วันที่ผ่านมา

    If you really did want to keep a shop feature and have room-specific items, could you have a shop in each room, and it only sells general items and the items specific to that room? With the scan feature (instead of having to pick up items) it might be neat in some rooms to sort of do drive-by shop runs at critical moments... at least, on paper. This would also remove the need to know what the next room is, but I think maybe it could get overpowered quickly if players can stockpile money in easier/less time-limited rooms to save for the harder ones. Anyways, great video!! I enjoyed learning about some of the key problems you identified with your game's gameplay loop. Sometimes as a player I think I know a game could be improved or that some things aren't fun, but I can't identify the specifics (or think about cascading problems that may come from a simple-on-paper fix), so it was interesting to hear from the perspective of the game dev.

  • @lepsima
    @lepsima 19 วันที่ผ่านมา

    I've looked many examples of posterization shaders this past month, each using a slight different approach, but the simplicity of converting HSV to posterize instead of RGB sounds so obvious, also perfectly explained

  • @RetroDead
    @RetroDead 20 วันที่ผ่านมา

    i absolutely love posterization, and its something i try to shove into my visuals whenever i can. was actually doing that while looking for something to watch

  • @GamerGuyplays
    @GamerGuyplays 20 วันที่ผ่านมา

    I think hylics uses this

  • @ScyrousFX
    @ScyrousFX 21 วันที่ผ่านมา

    It's used heavily in NieR Automata. The EMP attacks in route B (or C, I forgot) disable parts of your controls and introduce visual glitches. The posterization effect is one of those glitches. Very cool stuff.

  • @chexo3
    @chexo3 21 วันที่ผ่านมา

    Posterization is great for low resolution and low color depth too. If you mess with the parameters you can make images look great while being far smaller

  • @foreign_objective2855
    @foreign_objective2855 21 วันที่ผ่านมา

    imo posterization looks great in brighter visuals like daylight landscapes because there's more color and it's easier for the shader to pick it up. But for visuals that tend to be dark, especially in video games, I really hate it. In scenes that are very dark, even a small difference in value/tint of a certain area of the screen can change your perspective of the dark like "oh, there's something there" but when it's posterized, it gets locked in the closest color allowed by the effect, which makes things harder to look at. So basically, it's a cool shader but most people want to see more color.

  • @stormyfish404
    @stormyfish404 21 วันที่ผ่านมา

    Lethal Company:

  • @nFyrin
    @nFyrin 22 วันที่ผ่านมา

    It looks cheap and nasty just like aggressive chromatic aberration.

  • @guestc142
    @guestc142 22 วันที่ผ่านมา

    Just use windows 3.1 if you want the definitive quantisation experience.

  • @liz4133
    @liz4133 22 วันที่ผ่านมา

    Such a cool video. I was playing with posterisation and wondering how I could make it better. Nice and concise video. ❤

  • @griefinnub3745
    @griefinnub3745 24 วันที่ผ่านมา

    Hylics by @masonlindroth looks really similar to this

    • @nitro-gen-studios
      @nitro-gen-studios 23 วันที่ผ่านมา

      Yes, but I don't think it actually uses posterization. I think they just drew their assets to look that way.

  • @fa-pm5dr
    @fa-pm5dr 24 วันที่ผ่านมา

    as a mathematician, i think that the distinction between color model and color space is absurd

  • @acf2802
    @acf2802 24 วันที่ผ่านมา

    When you render floats into an 8-bit buffer, you automatically get posterization, which is an artifact I've spent plenty of time trying to remove with dithering.

    • @nitro-gen-studios
      @nitro-gen-studios 23 วันที่ผ่านมา

      Yeah that's a form of RGB posterization I guess!

  • @Aeduo
    @Aeduo 24 วันที่ผ่านมา

    Oh I was recently experimenting with just this very idea. I was inspired by how original Doom's palette breaks up levels of depth in to different brightnesses to give the appearance of dark regions having lower detail where you can only maybe see some contours of objects and textures. I added a bit of randomness to the brightness channel per pixel to kinda fake temporal dithering while still keeping the effect of shadowy stuff being low detail and indistinct. Obviously would have to be used in a very stylized kind of game. I know lo-fi horror is kinda overdone but yeah it kinda matches this perfectly. :p

  • @robbu2445
    @robbu2445 24 วันที่ผ่านมา

    Valefisk used a similar effect in his game crypt