
描述
Demonstration: https://youtu.be/-VRxjQcjP08
Showcase: https://youtu.be/N78KIAGYaJc
Turn any scene into retro 3D pixel art that stays stabler in motion with the experimental Retro Texel Splatting Toolkit. Instead of pixelating the screen, where everything crawls and swims the moment you move, color is computed on the surfaces and anchored to the world, so the texels try harder to cling to your models as the camera orbits, pans, and zooms.
With Texel Splatting you can degrade your render in unique ways not possible with regular post processing. It's highly stylized, the degradation effect can be very strong - check the image and video examples.
Easy to Setup!
No custom textures, no baking, no complicated setups.
1 Render Feature and simple Shaders for your objects.
Features
Native URP, drop-in: Slider-driven, real-time, no complicated setup
World-anchored pixels: Real Texel Splatting, not post-process pixelation
Resolution & posterization: Full control
OKLab color banding + dithering: Palettes and style that look chosen, not clipped
Inked outlines: Silhouette + interior crease lines, fully tunable
Stylized ray-traced shadows: Crisp and chunky, with a fast experimental GPU path
Dynamic and Static Shadows: CPU driven, reliable
Cutout and Billboards: For that additional retro feel
Post-Process Compatible: Tweak your color and more!
Procedural sky, day/night, fog: Set the mood, not just the pixels
Dynamic Snow Layer: With actual height
Common Shaders Included: Get started quick!
Amplify Shader Editor Compatible: Template included, easy to convert existing shaders (optional)
Why Texel Splatting?
Screen-space pixel filters lock to the screen, so they boil and swim with every camera move. This anchors the art to the world instead, so motion reads far cleaner, with a fraction of the crawl.
See full manual for features and limitations: Manual
This technique requires a decent GPU for some features; it purposely degrades the visual fidelity of your assets, be sure this is what you want.
Coming Soon
Additional Optimizations
Multi-camera support (FPS games, etc, UI stuff already works)
WebGPU support (currently slow)
Mobile Support
GPU Shadowing Improvements and Stability
Procedural Grass Layer
Support for Unity's 6 "Render Graph", possibly(currently runs in compatibility mode)
Talk to us on Discord if you have any questions:
Acknowledgments
Based on the work of Dylan Ebert, "Texel Splatting: Perspective-Stable 3D Pixel Art" (2026).











