Created
October 30, 2012 01:49
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Unity Pixelated shader
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Shader "Seventy Sevian/Pixelated" | |
{ | |
Properties | |
{ | |
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {} | |
_Color ("Color", Color) = (1, 1, 1, 1) | |
_PixelCountU ("Pixel Count U", float) = 100 | |
_PixelCountV ("Pixel Count V", float) = 100 | |
} | |
SubShader | |
{ | |
Tags {"Queue"="Transparent" "RenderType"="Transparent"} | |
LOD 100 | |
Lighting Off | |
Blend SrcAlpha OneMinusSrcAlpha | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
sampler2D _MainTex; | |
float4 _Color; | |
float _PixelCountU; | |
float _PixelCountV; | |
struct v2f | |
{ | |
float4 pos : SV_POSITION; | |
float2 uv : TEXCOORD1; | |
}; | |
v2f vert(appdata_base v) | |
{ | |
v2f o; | |
o.uv = v.texcoord.xy; | |
o.pos = mul(UNITY_MATRIX_MVP, v.vertex); | |
return o; | |
} | |
half4 frag(v2f i) : COLOR | |
{ | |
float pixelWidth = 1.0f / _PixelCountU; | |
float pixelHeight = 1.0f / _PixelCountV; | |
half2 uv = half2((int)(i.uv.x / pixelWidth) * pixelWidth, (int)(i.uv.y / pixelHeight) * pixelHeight); | |
half4 col = tex2D(_MainTex, uv); | |
return col * _Color; | |
} | |
ENDCG | |
} | |
} | |
} |
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