Created
August 14, 2015 23:31
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A shader to snap sprite vertices to a virtual pixel grid determined by PixelsPerUnit
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Shader "Sprites/PixelSnapped" | |
{ | |
Properties | |
{ | |
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} | |
_Color ("Tint", Color) = (1,1,1,1) | |
[PerRendererData] _PixelsPerUnit ("Pixels Per Unit", Float) = 16 | |
} | |
SubShader | |
{ | |
Tags | |
{ | |
"Queue"="Transparent" | |
"IgnoreProjector"="True" | |
"RenderType"="Transparent" | |
"PreviewType"="Plane" | |
"CanUseSpriteAtlas"="True" | |
} | |
Cull Off | |
Lighting Off | |
ZWrite Off | |
Blend One OneMinusSrcAlpha | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
struct appdata_t | |
{ | |
float4 vertex : POSITION; | |
float4 color : COLOR; | |
float2 texcoord : TEXCOORD0; | |
}; | |
struct v2f | |
{ | |
float4 vertex : SV_POSITION; | |
fixed4 color : COLOR; | |
half2 texcoord : TEXCOORD0; | |
}; | |
fixed4 _Color; | |
float _PixelsPerUnit; | |
v2f vert(appdata_t IN) | |
{ | |
v2f OUT; | |
OUT.texcoord = IN.texcoord; | |
OUT.color = IN.color * _Color; | |
float4 position = IN.vertex; | |
float4 worldVertex = mul(_Object2World, position); | |
float x = round(worldVertex.x * _PixelsPerUnit); | |
float y = round(worldVertex.y * _PixelsPerUnit); | |
position.xyz = float3(x, y, worldVertex.z) / _PixelsPerUnit; | |
OUT.vertex = mul(UNITY_MATRIX_MVP, position); | |
return OUT; | |
} | |
sampler2D _MainTex; | |
fixed4 frag(v2f IN) : SV_Target | |
{ | |
fixed4 c = tex2D(_MainTex, IN.texcoord) * IN.color; | |
c.rgb *= c.a; | |
return c; | |
} | |
ENDCG | |
} | |
} | |
} |
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