Shader "MyShaderTest/SimplePixelationShader"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_PixelAmount ("Pixel Amount", float) = 50
}
SubShader
{
ZTest Always Cull Off ZWrite Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
half4 _MainTex_TexelSize;
float _PixelAmount;
struct v2f
{
float4 vertex : SV_POSITION;
half2 uv : TEXCOORD0;
};
v2f vert(appdata_img v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
#if UNITY_UV_STARTS_AT_TOP
if (_MainTex_TexelSize.y < 0.0)
o.uv.y = 1.0 - o.uv.y;
#endif
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed uv_X = floor(i.uv.x * _PixelAmount) / _PixelAmount;
fixed uv_Y = floor(i.uv.y * _PixelAmount) / _PixelAmount;
i.uv = half2(uv_X,uv_Y);
fixed4 color = tex2D(_MainTex,i.uv);
return fixed4(color.rgb,1);
}
ENDCG
}
}
FallBack Off
}
这是比较简单的实现方式,比上回的还要方便,用法也是一样。