Shader "Hidden/PosterizeNode" { Properties { _A ( "_RGBA", 2D ) = "white" {} _B ( "_Power", 2D ) = "white" {} } SubShader { Pass { CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert_img #pragma fragment frag uniform sampler2D _A; uniform sampler2D _B; float4 frag ( v2f_img i ) : SV_Target { float4 rgba = tex2D ( _B, i.uv ); float power = tex2D ( _A, i.uv ).r; if ( power < 1 ) return float4(0,0,0,0); float divideOp = 256.0 / float ( (int)power ); float4 finalColor = ( floor ( rgba * divideOp ) / divideOp ); return finalColor; } ENDCG } } }