What problem does it solve? Recreating an authentic PlayStation 1 look in Godot 4 requires more than a low-resolution filter: it demands hardware-informed techniques like affine texture mapping, screen-space vertex snapping, RGB5 color quantization, conditional dithering, and fixed blend equations, each with known approximation limits. ## Core Features & Use Cases - Hardware-informed shader pipeline: Implements low-res output, exact PS1 4x4 dither matrix, RGB5 quantization, affine UV correction, and screen-space vertex snapping as distinct, testable layers. - Authenticity boundary guidance: Clearly separates real PS1 hardware behavior from Godot approximations, including flat-depth ordering, per-vertex lighting, four semi-transparency blend modes, and two fog models. - Use Case: A developer building a retro-styled 3D horror game uses this Skill to write a ShaderMaterial that reproduces PS1 texture warping and vertex wobble, then verifies each layer against a controlled test scene. ## Quick Start Ask your agent to make the 3D scene render like a PlayStation 1 game with texture warping, vertex wobble, and dithering using this skill.