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68 lines
1.5 KiB
68 lines
1.5 KiB
8 months ago
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Shader "PostEffect/Pixelation"
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{
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Properties
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{
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_MainTex("Texture", 2D) = "white" {}
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}
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CGINCLUDE
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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//for Pixelation
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float _WidthPixelation;
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float _HeightPixelation;
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//for color precision
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float _ColorPrecision;
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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v2f Vert(appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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return o;
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}
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float4 Frag (v2f i) : SV_Target
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{
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//pixelation
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float2 uv = i.uv;
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uv.x = floor(uv.x * _WidthPixelation) / _WidthPixelation;
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uv.y = floor(uv.y * _HeightPixelation) / _HeightPixelation;
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float4 Color = tex2D(_MainTex, uv) ;
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//color precision
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Color = floor(Color * _ColorPrecision)/_ColorPrecision;
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return Color;
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}
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ENDCG
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SubShader
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{
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Cull Off ZWrite Off ZTest Always
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Tags { "RenderPipeline" = "UniversalPipeline"}
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Pass
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{
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CGPROGRAM
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#pragma vertex Vert
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#pragma fragment Frag
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ENDCG
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}
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}
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}
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