Stylized dithering shaders
A screen-space dithering post-process in Unity with swappable palettes and dither textures, RGB or HSL quantization, and contrast control.











Built as technical artist on a team project: dither pattern, resolution and color palette are all exposed, so the same scene can be re-dressed in minutes.
The shader takes palettes and dither textures of any size: a 1×14 strip of colors, a Bayer matrix, blue noise, even a pencil-stroke texture. Colors can be quantized in RGB or HSL. HSL keeps the original hues better, while RGB behaves more like a color-grading map. A contrast control lets detail survive in dark scenes.
For speed, the RGB-to-HSL conversion replaces the usual branching with a component-masked matrix multiplication, so the GPU does it as one linear operation.
Tools
- Unity
- HLSL