shader_type spatial; render_mode unshaded, fog_disabled; uniform sampler2D screen_texture : hint_screen_texture; uniform float pixel_size : hint_range(0.0, 100., 2.0) = 8.0; void fragment() { vec2 tex_size = vec2(textureSize(screen_texture, 0)); vec2 pixel_count = tex_size / pixel_size; vec2 pixelated_uv = floor(SCREEN_UV * pixel_count) / pixel_count; vec4 color = texture(screen_texture, pixelated_uv); ALBEDO = color.rgb; } //void light() { // // Called for every pixel for every light affecting the material. // // Uncomment to replace the default light processing function with this one. //}