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