基于Unity实现像素化风格的着色器

Shader "Unlit/PixelationShader"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
        _PixelSize ("Pixel Size", Range(1,256)) = 64
    }
    SubShader
    {
        Tags { "Queue"="Transparent" }
        Blend SrcAlpha OneMinusSrcAlpha
        
        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            
            #include "UnityCG.cginc"
            
            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
            };
            
            struct v2f
            {
                float2 uv : TEXCOORD0;
                float4 vertex : SV_POSITION;
            };
            
            sampler2D _MainTex;
            float4 _MainTex_ST;
            float _PixelSize;
            
            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                return o;
            }
            
            fixed4 frag (v2f i) : SV_Target
            {
                fixed4 col;
                
                float ratioX = (int)(i.uv.x * _PixelSize) / _PixelSize;
                float ratioY = (int)(i.uv.y * _PixelSize) / _PixelSize;
                
                col = tex2D(_MainTex, float2(ratioX, ratioY));
                
                if(col.a<0.5)
                {
                    col.a=0;
                }
                
                return col;
            }
            ENDCG
        }
    }
}

原文地址:https://www.cnblogs.com/ezhar/p/12836177.html