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Pixelate Image Effect For Unity
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using UnityEngine; | |
[ExecuteInEditMode, RequireComponent(typeof(Camera))] | |
public class PixelateImageEffect : MonoBehaviour | |
{ | |
public Material material; | |
public int pixelDensity = 64; | |
private void OnRenderImage(RenderTexture source, RenderTexture destination) | |
{ | |
Vector2 aspectRatioData; | |
if (Screen.height > Screen.width) | |
aspectRatioData = new Vector2((float)Screen.width / Screen.height, 1); | |
else | |
aspectRatioData = new Vector2(1, (float)Screen.height / Screen.width); | |
material.SetVector("_AspectRatioMultiplier", aspectRatioData); | |
material.SetInt("_PixelDensity", pixelDensity); | |
Graphics.Blit(source, destination, material); | |
} | |
} |
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Shader "Hidden/Pixelation" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
} | |
SubShader | |
{ | |
Cull Off ZWrite Off ZTest Always | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
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; | |
} | |
sampler2D _MainTex; | |
int _PixelDensity; | |
float2 _AspectRatioMultiplier; | |
fixed4 frag (v2f i) : SV_Target | |
{ | |
float2 pixelScaling = _PixelDensity * _AspectRatioMultiplier; | |
i.uv = round(i.uv * pixelScaling)/ pixelScaling; | |
return tex2D(_MainTex, i.uv); | |
} | |
ENDCG | |
} | |
} | |
} |
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