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@lowteq
Created May 23, 2020 02:40
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Shader "Unlit/mosaic"
{
Properties
{
_DivideNum ( "Divide Num", Float ) = 1
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Cull Off ZWrite Off ZTest Always
GrabPass
{
"_BackgroundTexture"
}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _BackgroundTexture;
float _DivideNum;
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;
}
fixed4 frag (v2f i) : SV_Target
{
return tex2D( _BackgroundTexture, floor(i.uv * _DivideNum ) / _DivideNum );
}
ENDCG
}
}
}
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