Last active
April 16, 2023 18:00
-
-
Save josephbk117/0794117e45ec13e629f0e8e63675f076 to your computer and use it in GitHub Desktop.
Pixelate Image Effect For Unity
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
/*Please do support www.bitshiftprogrammer.com by joining the facebook page : fb.com/BitshiftProgrammer | |
Legal Stuff: | |
This code is free to use no restrictions but attribution would be appreciated. | |
Any damage caused either partly or completly due to usage of this stuff is not my responsibility*/ | |
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); | |
} | |
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
/*Please do support www.bitshiftprogrammer.com by joining the facebook page : fb.com/BitshiftProgrammer | |
Legal Stuff: | |
This code is free to use no restrictions but attribution would be appreciated. | |
Any damage caused either partly or completly due to usage of this stuff is not my responsibility*/ | |
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 | |
} | |
} | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment