基于Unity实现像素化风格的着色器

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
}

基于Unity实现像素化风格的着色器

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。

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