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How to make shading / shadowing / reflections respect texture resolution over per pixel?


I have searched all over for a solution, but cant find anything that might point me in the right direction. My game has low resolution / low poly characters, I wish to be able to reflect this in the shading and shadows as well.

I wish for the shading to only output flat colours per pixel on THE CHARACTER texture, not screen space. aka, with the red light you can see that in pixel space, there are single pixels on the texture that have a gradient across them due to shading. you also see that the shadow casts down the arm across the model, above the pixel space of the character.

I wish for both shading, and shadowing - to respect the texture space of the object that is being cast on. aka if i have a pixelated ground texture, i dont want a hard or soft shadow being cast, I just want it to respect the texel density of the surface.

similar applies to screen space reflections. If i have for instance a rainy road texture that is 128x128, the reflection perfect, a much higher rosolution than the road texture. I would like it to average the combined colour of all those pixels (screen space) that make up that big pixel (texture space) and return that - respecting the original texel density and keeping the style of the image proper.

is this possible? will a new shader model be needed? can I do this in a post process?

thanks in advance, my whole art style kind of rides on this. cheers.

![alt text][1]

Product Version: UE 4.19
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asked Jul 07 '18 at 04:46 PM in Rendering

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