Table of Contents

Dither Grid Bias Texture Generator

The Dither Grid Bias Texture Generator is one of the texture generation editor tools that bakes the bias pattern of a Dither Grid Bias effect to a texture, suitable for use in Dither Texture Bias.

Open it via:

Gamelogic → Tools → Texture Generation → Dither Grid Bias Texture Generator

Overview

The tool renders the grid bias pattern — hex or rectangular — through the Dither Grid Bias shader using the TOOL_SHOW_BIAS visualization mode, then reads the result back as a RGBA32 texture. The output captures the normalized per-channel bias values for each cell in the fundamental region, tiled to fill the requested resolution.

The saved texture can be used directly in the Dither Texture Bias post-effect or object shader as a drop-in pattern, giving you the performance characteristics of texture-based dithering with patterns authored in the grid bias workflow.

Controls

Control Description
Fundamental Region Per-channel (R, G, B) matrix layout for the hex or rectangular grid. Matches the corresponding field in the Dither Grid Bias effect Inspector.
Pixel Size Controls how large each fundamental region cell appears in the baked texture, in pixels.

How It Works

  1. Configure the Fundamental Region (grid type and per-channel matrices).
  2. Set the Pixel Size to match the cell size you intend to use at runtime.
  3. Review the Preview (updates automatically).
  4. Click Save Texture to export the pattern as a PNG.
Tip

To design a pattern interactively before baking it, use the Dither Grid Bias Designer. Once you are happy with the result, open this tool and re-enter the same matrix values to export a texture.

Note

The texture produced here encodes bias values, not final quantized colors. Use it as the Dither Pattern input in the Dither Texture Bias effect, not as a color lookup table.