PSX Look Free
Affine texture mapping: textures warp across big polygons as the PS1's did. ... Compatibility Unity ... The shaders, the package's C# scripts and the Python code that draws the demo's ...
by heyheythere
Price History +
- The shaders for URP (Forward, Forward+ and Deferred), PSX.Convert and PSXScreen as C# source, and a demo scene: a small level in URP's own Lit materials, converted on Play, with a switch for every part of the look. Unity 6.3+ with URP.
- Unity 6.3 or later with URP and a Universal Renderer (Forward, Forward+ or Deferred).
- A Documentation.txt in the package's folder says what is where and how to use it.
- Try the demo scene in your browser: https://pikoulas.com/demos/psx-look-free/
PS1-style 3D for URP, free. Wobbling vertices, warping textures and 240 chunky lines over your own level in two lines of C#.
Camera.main.gameObject.AddComponent<PSXScreen>();
PSX.Convert(level); // every material under level becomes its PS1 version
What's inside
- Vertex snap: vertices land on the low-res pixel grid, so edges jitter as the camera moves.
- Affine texture mapping: textures warp across big polygons as the PS1's did. A slider blends back to perspective-correct.
- PSXScreen: on the camera, it renders at 240 lines (or 480, or any), scaled up in sharp square pixels. Screen Space - Overlay UI stays crisp.
- The lit shader (per-vertex lighting from ambient, the sun and the nearest point and spot lights, point-sampled textures, vertex colours, UV scrolling) and PSX.Convert, which turns an imported level's materials into it.
- Demo scene: a ruined courtyard at dusk with torches and 9 PS1-style textures, built in URP's own Lit materials and converted on Play.
The full pack
PSX Look adds the PS1's 15-bit colour and its 4x4 dither on PSXScreen, and four more shaders: unlit, cutout for foliage and fences, transparent for water and glass, and sphere-mapped chrome. The same API, so moving up is changing the using line.
Compatibility
- Unity 6.3 or later with URP and its Universal Renderer: Forward, Forward+ and Deferred.
- Either input handler for the demo: the Input Manager or the Input System.
The shaders, the package's C# scripts and the Python code that draws the demo's textures pixel by pixel were written with the help of AI (Anthropic's Claude); no generative image model.