32bit_jam_conjure/Assets/Shaders/PixelShader.shader
2022-10-28 15:54:00 -04:00

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Shader "PixelShader"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_ScreenWidth("screen width", float) = 320.0
_ScreenHeight("screen height", float) = 240.0
_CellSizeX("size of x cell", float) = 4.0
_CellSizeY("size of y cell", float) = 4.0
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
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;
};
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
float _ScreenWidth;
float _ScreenHeight;
float _CellSizeX;
float _CellSizeY;
fixed4 frag(v2f i) : SV_Target
{
float2 uv = i.uv;
float pixelX = _ScreenWidth / _CellSizeX;
float pixelY = _ScreenHeight / _CellSizeY;
return tex2D(_MainTex, float2(floor(pixelX * uv.x) / pixelX, floor(pixelY * uv.y) / pixelY));
}
ENDCG
}
}
}