Unreal Engine – Pixelate Post Process Effect

In this blog post, we explore how to create a pixelation effect in Unreal Engine, demonstrating our method step-by-step. We detail the process of manipulating post-process materials and settings to achieve a retro pixel look in real-time graphics.

Setting up Material Domain

First, we create a basic material and set ‘Material Domain’ to ‘Post Process’.


Scaling / Multiplying Viewport UV

For manipulating the Viewport UV, we are gonna use the Screen Position node.
With this, we can multiply ViewportUV with a scalar parameter (use floor node to round down to your value the next integer/example: 0.1 would be 0 and 4,8 would be 4).


Rounding down values from the ViewportUV

With this, we are rounding down the values from our ViewportUV multiplied by our Pixel Count scalar parameter.  


Dividing by our “Pixel Count” parameter

In the end, we need to divide our rounded value by the same amount that we used in the beginning as Pixel Count.


Shader Overview

In the end, we need to divide our rounded value by the same amount that we used in the beginning as Pixel Count.