Think I overdid it with the blue glow/backlight. Does anyone know how to scale pixel art so it appears to still be pixel art at a large scale? so it keeps solid over many pixels? @Vysuki: thanks! :)
Well, that's simply how Shadows/Highlights operates - basically working as an edge detection filter, similarly to Unsharp Mask. Instead you need to use methods affecting all pixels the same : Levels, Brightness/Contrast, Curves, and so on.
Updated. Added parallax mapping support for people with pixel shader 3 cards. (couldn't get it to compile with 2.0). Gives an error for those attempting to use it with a card that only supports pixel shader 2.0. Also specular shinyness control in the alpha channel has been added. Along with fixes to the per pixel lighting…
actually it paints per polygon and not per pixel. if the density of your polygons is lower than the density of pixels on your uvw map, then that's why it will come out pixelated. for example, if you're only subdivided to say 400,000 polygons, your polygon density might be 1 vertex per 8 surrounding pixels at 2048*2048…
painter won't do pixel perfect placement because you're projecting every stroke in 3d space, not editing the texture directly - if you want pixel perfect placement you use something that edits pixels directly (eg. photoshop) that's not the problem here at all though - if you tried to place antialiased text that size in…