This project was inspired by trying to replicate techniques used in Lucas Pope's "Return of the Obra Dinn". This post-processing fragment shader works by first converting each fragment's RGB value to a matching 32-bit grayscale value, then comparing it to a threshold value dictated by the fragment's position in relation to a repeating eight by eight Bayer matrix. If the color's grayscale value is higher than the threshold, it will be replaced by color 1, otherwise, it will be replaced by color 0.
The demo also uses shader code, and modifies the MeshLambertMaterial code from three.js source to determine the color of object edges, based on wheather the fragment lies in a shadow or not, to make the objects pop out.
Click here for Source Code (Github)Resources Used; Skeleton code for First-Person controls modified from: https://threejs.org/examples/misc_controls_pointerlock.html Three js Effect Composer (Post-Processing) Library; https://github.com/mrdoob/three.js/tree/dev/examples/js/postprocessing “Standard Male Figure” (figure.json) Model provided by Clara.io user “Ben Houston”; https://clara.io/view/d49ee603-8e6c-4720-bd20-9e3d7b13978a Floor Texture (floor.jpg) by FreePik user “yingyang” @ https://www.freepik.com/free-photos-vectors/wood-texture “Color FAQ” by Charles Ponyton – Article about how accurate luminance, gamma, color, etc. conversions are calculated in computer graphics, used to find the RGB weights for my grayscaling method; http://poynton.ca/notes/colour_and_gamma/ColorFAQ.html#RTFToC9 Matrix coefficients and information used in dithering found from; https://en.wikipedia.org/wiki/Ordered_dithering Original forum post (Inspiration) by Lucas Pope, briefly explaining how his 1-bit was achieved in Unity, and his efforts to make the dither respond more smoothly to movement https://forums.tigsource.com/index.php?topic=40832.msg1363742#msg1363742