Created
February 1, 2017 20:20
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Shader "Custom/Pixelate" { | |
Properties | |
{ | |
_PixelSize("Pixel Size", Float) = 10 | |
_Snapping("Snapping", Int) = 48 | |
_Color("Color", Color) = (1, 1, 1, 1) | |
} | |
SubShader | |
{ | |
Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" } | |
Blend Off | |
Lighting Off | |
Fog{ Mode Off } | |
ZWrite Off | |
LOD 200 | |
Cull Off | |
GrabPass{ "_GrabTexture" } | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
struct appdata_t { | |
float4 vertex : POSITION; | |
float4 color : COLOR; | |
}; | |
struct v2f | |
{ | |
float4 pos : SV_POSITION; | |
float4 uv : TEXCOORD0; | |
float4 color : COLOR; | |
}; | |
float _PixelSize; | |
int _Snapping; | |
float4 _Color; | |
v2f vert(appdata_t v) | |
{ | |
v2f o; | |
float2 pixelRatio = _PixelSize / _ScreenParams.xy; | |
float4 snapToPixel = mul(UNITY_MATRIX_MVP, v.vertex); | |
float4 vertex = snapToPixel; | |
vertex.xyz = vertex.xyz / vertex.w; | |
vertex.x = floor(_Snapping * vertex.x) / _Snapping; | |
vertex.y = floor(_Snapping * vertex.y) / _Snapping; | |
vertex.xyz *= snapToPixel.w; | |
o.pos = vertex; | |
o.uv = ComputeGrabScreenPos(o.pos); | |
o.color = v.color; | |
return o; | |
} | |
sampler2D _GrabTexture; | |
float4 frag(v2f IN) : COLOR | |
{ | |
float2 steppedUV = IN.uv.xy / IN.uv.w; | |
float2 pixelRatio = _PixelSize / _ScreenParams.xy; | |
steppedUV = round(steppedUV / pixelRatio) * pixelRatio; | |
float4 grabbedColor = tex2D(_GrabTexture, steppedUV); | |
return grabbedColor + _Color * _Color.w + IN.color * IN.color.w; | |
//return float4(grabbedColor.x * sin(IN.pos.x), grabbedColor.y, grabbedColor.z, grabbedColor.w); | |
} | |
ENDCG | |
} | |
} | |
} |
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