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@SeventySevian
Created October 30, 2012 01:49
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Unity Pixelated shader
Shader "Seventy Sevian/Pixelated"
{
Properties
{
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
_Color ("Color", Color) = (1, 1, 1, 1)
_PixelCountU ("Pixel Count U", float) = 100
_PixelCountV ("Pixel Count V", float) = 100
}
SubShader
{
Tags {"Queue"="Transparent" "RenderType"="Transparent"}
LOD 100
Lighting Off
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _Color;
float _PixelCountU;
float _PixelCountV;
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD1;
};
v2f vert(appdata_base v)
{
v2f o;
o.uv = v.texcoord.xy;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
return o;
}
half4 frag(v2f i) : COLOR
{
float pixelWidth = 1.0f / _PixelCountU;
float pixelHeight = 1.0f / _PixelCountV;
half2 uv = half2((int)(i.uv.x / pixelWidth) * pixelWidth, (int)(i.uv.y / pixelHeight) * pixelHeight);
half4 col = tex2D(_MainTex, uv);
return col * _Color;
}
ENDCG
}
}
}
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