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@RyanNielson
Created August 14, 2015 23:31
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A shader to snap sprite vertices to a virtual pixel grid determined by PixelsPerUnit
Shader "Sprites/PixelSnapped"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
[PerRendererData] _PixelsPerUnit ("Pixels Per Unit", Float) = 16
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Cull Off
Lighting Off
ZWrite Off
Blend One OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
};
fixed4 _Color;
float _PixelsPerUnit;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.texcoord = IN.texcoord;
OUT.color = IN.color * _Color;
float4 position = IN.vertex;
float4 worldVertex = mul(_Object2World, position);
float x = round(worldVertex.x * _PixelsPerUnit);
float y = round(worldVertex.y * _PixelsPerUnit);
position.xyz = float3(x, y, worldVertex.z) / _PixelsPerUnit;
OUT.vertex = mul(UNITY_MATRIX_MVP, position);
return OUT;
}
sampler2D _MainTex;
fixed4 frag(v2f IN) : SV_Target
{
fixed4 c = tex2D(_MainTex, IN.texcoord) * IN.color;
c.rgb *= c.a;
return c;
}
ENDCG
}
}
}
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