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January 5, 2018 05:12
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Pixelating shader, originally found here: https://forum.unity.com/threads/making-a-local-pixelation-image-effect-shader.183210/
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Shader "Pixelate" { | |
Properties { | |
_CellSize ("Cell Size", Vector) = (0.02, 0.02, 0, 0) | |
} | |
SubShader { | |
Tags { "RenderType"="Opaque" } | |
LOD 200 | |
GrabPass { "_PixelationGrabTexture"} | |
Pass { | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
struct v2f { | |
float4 pos : SV_POSITION; | |
float4 grabUV : TEXCOORD0; | |
}; | |
float4 _CellSize; | |
v2f vert(appdata_base v) { | |
v2f o; | |
o.pos = mul(UNITY_MATRIX_MVP, v.vertex); | |
o.grabUV = ComputeGrabScreenPos(o.pos); | |
return o; | |
} | |
sampler2D _PixelationGrabTexture; | |
float4 frag(v2f IN) : COLOR { | |
float2 steppedUV = IN.grabUV.xy/IN.grabUV.w; | |
steppedUV /= _CellSize.xy; | |
steppedUV = round(steppedUV); | |
steppedUV *= _CellSize.xy; | |
return tex2D(_PixelationGrabTexture, steppedUV); | |
} | |
ENDCG | |
} | |
} | |
} | |
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Shader "Custom\Pixelate" | |
{ | |
Properties | |
{ | |
_CellSize ("Cell Size", Vector) = (0.02, 0.02, 0, 0) | |
} | |
SubShader { | |
Tags { "RenderType"="Opaque" "Queue" = "Transparent" } | |
LOD 200 | |
GrabPass { "_PixelationGrabTexture"} | |
Pass { | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
struct v2f { | |
float4 pos : SV_POSITION; | |
float4 grabUV : TEXCOORD0; | |
}; | |
float4 _CellSize; | |
v2f vert(appdata_base v) { | |
v2f o; | |
o.pos = mul(UNITY_MATRIX_MVP, v.vertex); | |
o.grabUV = ComputeGrabScreenPos(o.pos); | |
return o; | |
} | |
sampler2D _PixelationGrabTexture; | |
float4 frag(v2f IN) : COLOR | |
{ | |
float2 steppedUV = IN.grabUV.xy/IN.grabUV.w; | |
steppedUV /= _CellSize.xy; | |
steppedUV = round(steppedUV); | |
steppedUV *= _CellSize.xy; | |
return tex2D(_PixelationGrabTexture, steppedUV); | |
} | |
ENDCG | |
} | |
} | |
} |
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Shader "Custom/Pixelate New" | |
{ | |
Properties | |
{ | |
_PixelSize("Pixel Size", Float) = 10 | |
} | |
SubShader | |
{ | |
Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" } | |
Blend Off | |
Lighting Off | |
Fog{ Mode Off } | |
ZWrite Off | |
LOD 200 | |
Cull Off | |
GrabPass{ "_GrabTexture" } | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
struct v2f | |
{ | |
float4 pos : SV_POSITION; | |
float4 uv : TEXCOORD0; | |
}; | |
float _PixelSize; | |
v2f vert(appdata_base v) | |
{ | |
v2f o; | |
o.pos = mul(UNITY_MATRIX_MVP, v.vertex); | |
o.uv = ComputeGrabScreenPos(o.pos); | |
return o; | |
} | |
sampler2D _GrabTexture; | |
float4 frag(v2f IN) : COLOR | |
{ | |
float2 steppedUV = IN.uv.xy / IN.uv.w; | |
steppedUV /= _PixelSize / _ScreenParams.xy; | |
steppedUV = round(steppedUV); | |
steppedUV *= _PixelSize / _ScreenParams.xy; | |
return tex2D(_GrabTexture, steppedUV); | |
} | |
ENDCG | |
} | |
} | |
} |
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