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How to reduce color space in a post-processing material in Unreal Engine 4

I'm trying to get an old-school Quake 1 look going in UE4.

I am currently using this blueprint in order to get a retro style large pixel filter.

blueprint for large pixel post-processing filter

In game (might need to zoom in to see the difference):

enter image description here

The look I am going for now is a low color depth (8 bit etc) that old games such as Quake had. Here is a picture for reference.

enter image description here

Is there any way I can reduce the color space through either a post-processing volume itself or a post-processing material?