![]() ![]() Here’s what that would look like in the material editor (click for full size): Increasing the value used for the multiply and divide will decrease the size of the mosaic blocks (and vice-versa). ![]() The end result is that the same color ends up being used for several pixels in a row in both X and Y directions. We’ll multiply the screen position by a parameter value, floor the result, and then divide the floored value by the same parameter value. We’re going to use the screen position to drive the UVs on a Scene Color node. The node graph for this is pretty simple. It needs to use a blend mode of Translucent, but otherwise, the default settings should work fine: But… just in case it ever comes up in one of your games, here’s how you can go about implementing that effect.įirst, you’ll need to create a new material. Now, unlike me, you are probably far too much of an upstanding and virtuous person for such lechery. It’s the way to make sure no app reviewer is ever subjected to virtual dangly bits that might get you rejected from the App Store! When game creators want to have naked characters running around their virtual world without getting slapped with an M or AO rating, the tried and true technique (used by many games including The Sims and the Saints Row games) is the classic mosaic-style censor bar over the offending bits. ![]()
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