Retro Palette And Pixelator System
- Fix the Duplicated Color, All Variable.
- Live changing the Blend mode and mix strength, user can change in live without clicking the reset button
- Color Browser Functions, Friendly and customization UI menu
- Description and Feeling for the Blend Mode, let user knows what feeling will have
-
Add a ColorRamp same as the ui menu into the shader editor, without connect anything
Architecture: per-material node groups
- Settings are organized into three unique node groups per material:
- Retro_Pixelation_Group — UV pixelation / grid density
- Retro_Palette_Group — color ramp + palette mix
- Retro_BaseGen_Group — no-image generators (gradient, noise, wave, voronoi, magic, solid)
- Each material owns its own group datablocks (.Retro_*_), so materials stay independent.
Selection isolation
- Palette, mix, shuffle, pixelation, and generator changes only update materials on currently selected objects.
- Unselected objects keep their previous palette and settings.
- Shared materials still update together (normal Blender behavior).
How to use
- Select the target object(s).
- Setup / Reset Material.
- Change palette / Mix Color Count / pixelation / generator in the sidebar.
- Only selected materials are affected.
Shader Editor
- Material trees show the three group nodes instead of the old flat node chain.
Mix Color Count
- New property: Mix Color Count (retro_palette_color_count).
- Limits how many colors from the selected palette go into the main color ramp.
- 0 = use full palette (default, previous behavior).
- 2, 4, 8, etc. = take only that many colors (after shuffle).
- Panel preview respects this limit.
- Separate from existing Gradient Color Count (gradient mode only).
Assets - Library
Changelog & Key Updates
Added Toggle Propert: Added a Scene boolean property so users can enable or disable the pixelation effect on demand.
First Launch
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