//---------------------------------------------------------------------------------------------------------- // X-PostProcessing Library // https://github.com/QianMo/X-PostProcessing-Library // Copyright (C) 2020 QianMo. All rights reserved. // Licensed under the MIT License // You may not use this file except in compliance with the License.You may obtain a copy of the License at // http://opensource.org/licenses/MIT //---------------------------------------------------------------------------------------------------------- Shader "Hidden/X-PostProcessing/PixelizeQuad" { SubShader { Cull Off ZWrite Off ZTest Always Pass { HLSLPROGRAM #pragma vertex VertDefault #pragma fragment Frag #include "../../../Shaders/StdLib.hlsl" #include "../../../Shaders/XPostProcessing.hlsl" half4 _Params; #define _PixelSize _Params.x #define _PixelRatio _Params.y #define _PixelScaleX _Params.z #define _PixelScaleY _Params.w float2 RectPixelizeUV( half2 uv) { float pixelScale = 1.0 / _PixelSize; // Divide by the scaling factor, round up, and multiply by the scaling factor to get the segmented UV float2 coord = half2(pixelScale * _PixelScaleX * floor(uv.x / (pixelScale *_PixelScaleX)), (pixelScale * _PixelRatio *_PixelScaleY) * floor(uv.y / (pixelScale *_PixelRatio * _PixelScaleY))); return coord; } float4 Frag(VaryingsDefault i) : SV_Target { float2 uv = RectPixelizeUV(i.texcoord); float4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv); return color; } ENDHLSL } } }