摘自GitHub项目,地址https://github.com/dingxiaowei/AladdinShader
//-----------------------------------------------【Shader说明】-------------------------------------------------------- // Shader功能: 2D像素风格 // 核心思路: 对UV进行放大,然后截取整数部分,然后再缩回原大小,UV精度丢失,就形成马赛克效果 //--------------------------------------------------------------------------------------------------------------------- Shader "2D像素风格" { 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 } } }