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