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- Shader "Hidden/TFHCPixelateUV"
- {
- Properties
- {
- _A ("_UV", 2D) = "white" {}
- _B ("_PixelX", 2D) = "white" {}
- _C ("_PixelY", 2D) = "white" {}
- }
- SubShader
- {
- Pass
- {
- CGPROGRAM
- #include "UnityCG.cginc"
- #include "Preview.cginc"
- #pragma vertex vert_img
- #pragma fragment frag
- sampler2D _A;
- sampler2D _B;
- sampler2D _C;
- float4 frag(v2f_img i) : SV_Target
- {
- float2 uv = tex2D( _A, i.uv ).rg;
- float pix = tex2D( _B, i.uv ).r;
- float piy = tex2D( _C, i.uv ).r;
- float2 steppedPixel = float2( pix, piy );
- float2 pixelatedUV = floor( uv * steppedPixel ) / steppedPixel;
- return float4(pixelatedUV, 0 , 0);
- }
- ENDCG
- }
- }
- }
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