//效果图
//Shader代码
Shader "Hidden/Mosaic"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_TileSize("Tile Size", Range(0.001,)) = 0.05
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always 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;
}; v2f vert (appdata v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = v.uv;
return o;
} sampler2D _MainTex;
fixed _TileSize; fixed4 frag (v2f i) : SV_Target
{
i.uv.x = ceil(i.uv.x/_TileSize)*_TileSize;
i.uv.y = ceil(i.uv.y/_TileSize)*_TileSize;
fixed4 col = tex2D(_MainTex, i.uv);
return col;
}
ENDCG
}
}
}