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Corrupted Moon

1K x 1K, strictly 2 colors.

I've been working on a procedural pixel art shader pipeline involving dithering.
The sphere of the moon is actually a 3D object, with intricate dithering operations, and vectors dictating directional light.
Everything but the moon is a "composited" addition made in the world shader. Taking from the same dithering patterns as the moon, but relying more on procedural noise patterns to achieve various effects.

It's procedural and algorithmic, yet manual and fine-tuned at the same time.