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PSX gives 3D meshes in Godot the look of the PlayStation 1: wobbling vertices, swimming textures, flat 15-bit color and dither.

What is inside

  • A material for 3D meshes (psx.gdshader) and three variants: double-sided, transparent and additive.
  • A screen effect (psx_screen.gdshader): chunky pixels, 15-bit color and dither on the final image, light and fog included.
  • Vertex snapping to a pixel grid, with optional jitter; affine texture mapping with a slider and a soft cap.
  • Light and fog calculated at the vertices, vertex colors for painted light, and no engine shadows (like the console).
  • 15-bit color with a 4x4 ordered dither, an optional Nintendo 64 three-point texture filter, and alpha cutout.
  • Metal from a picture of a sphere (matcap), emission from a texture, and billboards (full or upright) for sprites.
  • 12 textures and matcaps made for the project, and an example scene: a torch-lit hall that cycles through six looks, plus a graveyard built from Kenney's Graveyard Kit (CC0).

Install and use

The files install to res://addons/psx_shader/. There is nothing to enable. On a MeshInstance3D, create a ShaderMaterial and assign psx.gdshader (or load psx_material.tres), then set your picture in albedo_tex. For the screen effect, add a CanvasLayer with a full-rect ColorRect and give it a ShaderMaterial with psx_screen.gdshader. Open example/example.tscn to see everything working.

Every parameter is explained in the README and in the shader comments. Works in the Compatibility, Mobile and Forward+ renderers. Tested on Godot 4.6.

Public domain (CC0): use it in any project, commercial or not, without attribution.

A browser viewer with sliders and ready-made looks is on the Itch.io page: https://fcidade.itch.io/psx-godot-shader-free

Changelog for version v1.0.0

2026-10-05 19:33:13

No changelog provided for this version.

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