playing around in the Assembly-CSharp
Turns out it's not as simple as setting the mosaic value to 0
I made 0 progress but it was fun.
Indeed, I think developers are getting better at dissuading people from modifying their games.
Assembly level editing should probably be left to people who are comfortable with C#.
That's a different ball game altogether.
This guide does work 90% of the time with most 3D games released pre-2023, less commonly for 2D games.
The other 10% requires additional work, but it's still entirely possible with the right skill set.
It's the 2D games that are widely hit or miss.
Unfortunately we're on the brink of ALL games having permanent censors baked into the textures until Japan changes their laws. We do have advances in stable diffusion which can potentially take care of these issues, but it won't be the original artist's vision. Not to mention, bunch of Unity games will just break after changing a single pixel on an imported texture.
This is why my texture modding tutorial is forever WIP. It works for one game, then it doesn't.
I've got a local text file crammed full of information about mip maps, DXT format, block compression, alpha channels, etc.
But even after all of my research, it's all useless when the game looks like it went through a deep dream filter.
Anyway, the quick and dirty way to test for decensoring, is to follow the Shader Removal Method.
If you cannot find the material, or the shader, it's either obfuscated by name, or it's all in the textures.
I've formed the habit to immediately check the textures with UAS before even trying to remove shaders nowadays.