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Surface-Stable Fractal Dithering Explained

I invented a new form of dithering I call Surface-Stable Fractal Dithering. I've released it as open source along with this explainer video of how it works. Also see my demo video showing a variety of styles, including in color:    • Feature Demo of Surface-Stable Fracta...   Find the shader source and example project here: https://github.com/runevision/Dither3D See the FAQ here for commonly asked questions: https://github.com/runevision/Dither3... More info on what I've been up to here: https://blog.runevision.com Get Lucas Pope's game Return of the Obra Dinn: https://obradinn.com/ Get my game Eye of the Temple: https://eyeofthetemple.com/ Find me on social media: https://bsky.app/profile/runevision.b... https://mastodon.gamedev.place/@runev... Background music: "Black Swan" by Quincas Moreira "Main Theme" from Return of the Obra Dinn OST by Lucas Pope "After All" by Geographer "June" by Bobby Richards "Gently, Onwards" by ELPHNT "A Mystic Experience" by Unicorn Heads "In the Atmosphere" by Bad Snacks "Final Girl" by Jeremy Blake "Forgotten Temple" from Eye of the Temple OST by Claudi Martinez Chapters: 00:00 Introduction 00:37 Introducing Obra Dinn 00:59 Dithering basics 03:20 Dithering in Obra Dinn 05:18 Scaling by nearest power of two 07:53 Bayer threshold map deep dive 09:42 Fractal levels and layers 12:21 Math time 14:03 More dots keep appearing 15:22 Interlude 15:41 Elusive shading 19:19 It works! 19:59 Limitations 20:36 How it looks in a game

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