This is an implementation of Surface Stable Fractal Dithering in Godot 4.4, inspired and informed by Runevision's implementation here: https://github.com/runevision/Dither3D/tree/main
This implementation is released under the Mozilla Public License, v. 2.0 (see LICENSE.md for more information)
Includes assets from Kenney's Prototype Textures: https://kenney.nl/assets/prototype-textures (thank you as always Kenney <3)
Also includes custom textures I made myself for use in the demo scene.
If you use this in one of your projects, please reach out and share it with me on X!