62 lines
1.5 KiB
Plaintext
62 lines
1.5 KiB
Plaintext
Shader "PixelShader"
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{
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Properties
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{
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_MainTex("Texture", 2D) = "white" {}
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_ScreenWidth("screen width", float) = 320.0
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_ScreenHeight("screen height", float) = 240.0
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_CellSizeX("size of x cell", float) = 4.0
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_CellSizeY("size of y cell", float) = 4.0
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}
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SubShader
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{
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// No culling or depth
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Cull Off ZWrite Off ZTest Always
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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v2f vert(appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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return o;
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}
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sampler2D _MainTex;
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float _ScreenWidth;
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float _ScreenHeight;
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float _CellSizeX;
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float _CellSizeY;
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fixed4 frag(v2f i) : SV_Target
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{
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float2 uv = i.uv;
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float pixelX = _ScreenWidth / _CellSizeX;
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float pixelY = _ScreenHeight / _CellSizeY;
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return tex2D(_MainTex, float2(floor(pixelX * uv.x) / pixelX, floor(pixelY * uv.y) / pixelY));
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}
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ENDCG
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}
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}
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} |