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@slembcke
slembcke / NearlyNearestNeighborFiltering.glsl
Last active December 27, 2020 21:19
Anti-aliased Nearest Neighbor Filtering.
uniform sampler2D texture;
varying vec2 uv;
void main(){
vec2 size = textureSize(texture);
vec2 puv = uv*size;
vec2 hfw = 0.5*fwidth(puv);
vec2 fl = floor(puv - 0.5) + 0.5;
Shader "Pristine Grid"
{
Properties
{
[KeywordEnum(MeshUV, WorldX, WorldY, WorldZ)] _UVMode ("UV Mode", Float) = 2.0
_GridScale ("Grid Scale", Float) = 1.0
_LineWidthX ("Line Width X", Range(0,1.0)) = 0.01
_LineWidthY ("Line Width Y", Range(0,1.0)) = 0.01
@andrew-raphael-lukasik
andrew-raphael-lukasik / .billboard-shadow.shadergraph.md
Last active July 16, 2025 00:29
Shader Graph files to create billboard trees with billboard shadows. Exported from Unity 2023.2 and Shader Graph 16.0.4

Shader Graph files to create billboard trees with billboard shadows. Exported from Unity 2023.2 and Shader Graph 16.0.4

GIF 17 11 2023 14-38-35

Note: Shaders written for default Quad meshes in mind.

To make sure shadows are being drawn always behind tree billboards change shadow material’s Sorting Priority to a negative value:

Screenshot 2023-11-17 145239