Shader "Unlit/PixelationShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_PixelSize ("Pixel Size", Range(1,256)) = 64
}
SubShader
{
Tags { "Queue"="Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _PixelSize;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col;
float ratioX = (int)(i.uv.x * _PixelSize) / _PixelSize;
float ratioY = (int)(i.uv.y * _PixelSize) / _PixelSize;
col = tex2D(_MainTex, float2(ratioX, ratioY));
if(col.a<0.5)
{
col.a=0;
}
return col;
}
ENDCG
}
}
}
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