Palette dither
A node of the Style graph, in the Colour group.
Each pixel's own surface colour, lit by the factor wired in (1 is as it is), as the pair of palette colours that mixes nearest it (Yliluoma's dither), laid by the surface's threshold. Lines stay; the rest is a dither the cleanup leaves alone.
Takes: layer (layer), light (scalar), spread (number) · Gives: layer
Settings
| Setting | What it does | Range | Default |
|---|---|---|---|
Pair spreadspread | How much a pair of colours far apart is avoided: higher keeps the dither to close pairs. | 0 to 1 | 0.1 |
Every setting is also an input: wire a value into it to change it per pixel. On the command line: pxr graph set game.pixor --which style --node palette-dither --set KEY=VALUE.
- Wire it
- layer (+ light) → layer
- Settings
- Pair spread: higher keeps to close pairs
What it wires to
Its layer input takes a layer, which these give: CRT, Output, Cleanup, Combine, Lines, Mesh edges, Shading, To palette, Choose by mask, Dither mix, Flatten, Hatch, and 17 more.
What it gives, a layer, goes into: CRT, Output, Cleanup, Combine, Lines, Mesh edges, Choose by mask, Colour edges, Dither mix, Flatten, Layer over, Paint, and 9 more.
In the app, drag a wire from one of its dots: every dot the wire fits is ringed.
How it fits with the rest: the Style graph in the manual.
In the same group
Palette · Step the ramp · Step where masked · Flatten · Nearest colour · Ramp map · Tile colours · Sub-pixel motion