This commit is contained in:
2025-03-14 19:53:29 +01:00
commit 0d3516774e
159 changed files with 9069 additions and 0 deletions

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Shader "Hidden/Szafa/Pixelize"
{
Properties
{
_MainTex ("Texture", 2D) = "white"
}
SubShader
{
Tags
{
"RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline"
}
HLSLINCLUDE
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
};
struct Varyings
{
float4 positionHCS : SV_POSITION;
float2 uv : TEXCOORD0;
};
TEXTURE2D(_MainTex);
float4 _MainTex_TexelSize;
float4 _MainTex_ST;
SamplerState sampler_point_clamp;
uniform float2 _BlockCount;
uniform float2 _BlockSize;
uniform float2 _HalfBlockSize;
Varyings vert(Attributes IN)
{
Varyings OUT;
OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
OUT.uv = TRANSFORM_TEX(IN.uv, _MainTex);
return OUT;
}
ENDHLSL
Pass
{
Name "Pixelation"
HLSLPROGRAM
half4 frag(Varyings IN) : SV_TARGET
{
float2 blockPos = floor(IN.uv * _BlockCount);
float2 blockCenter = blockPos * _BlockSize + _HalfBlockSize;
float4 tex = SAMPLE_TEXTURE2D(_MainTex, sampler_point_clamp, blockCenter);
return tex;
}
ENDHLSL
}
}
}