#ifndef FLAT_KIT_PIXELATION_INCLUDED #define FLAT_KIT_PIXELATION_INCLUDED TEXTURE2D_X (_BlitTexture); SAMPLER (sampler_BlitTexture); float4 SampleCameraColor(float2 uv) { return SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_BlitTexture, UnityStereoTransformScreenSpaceTex(uv)); } void Pixelation_float(float2 UV, out float4 Out) { float longerScreenSizePixelSize = _PixelSize; float aspectRatio = _ScreenParams.x / _ScreenParams.y; float2 pixelSize = aspectRatio > 1 ? float2(longerScreenSizePixelSize, longerScreenSizePixelSize * aspectRatio) : float2(longerScreenSizePixelSize / aspectRatio, longerScreenSizePixelSize); float2 uv = UV / pixelSize; uv = floor(uv); uv *= pixelSize; Out = SampleCameraColor(uv); } #endif // FLAT_KIT_PIXELATION_INCLUDED