Shader "Hidden/TFHCPixelateUV" { Properties { _A ("_UV", 2D) = "white" {} _B ("_PixelX", 2D) = "white" {} _C ("_PixelY", 2D) = "white" {} } SubShader { Pass { CGPROGRAM #include "UnityCG.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 } } }