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先创建一个C#脚本“PixelateImageEffect”,不要再Editor目录下创建C#脚本。
复制如下代码:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[ExecuteInEditMode]
public class PixelateImageEffect : MonoBehaviour
{
// Start is called before the first frame update
public Material effectMaterial;
private void OnRenderImage(RenderTexture source, RenderTexture destination)
{
Graphics.Blit(source, destination, effectMaterial);
}
}
创建一个shader文件。
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复制如下代码:
Shader "Custom/Pixelate"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_Columns("Pixel Columns",Float) = 64
_Rows("Pixel Rows",Float) = 64
}
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 = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
float _Columns;
float _Rows;
fixed4 frag(v2f i) : SV_Target
{
float2 uv = i.uv;
uv.x *= _Columns;
uv.y *= _Rows;
uv.x = round(uv.x);
uv.y = round(uv.y);
uv.x /= _Columns;
uv.y /= _Rows;
fixed4 col = tex2D(_MainTex, uv);
return col;
}
ENDCG
}
}
}
然后把刚才创建的C#脚本拖入场景的摄像机,并用刚才的shader创建一个材质球拖到脚本上
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这样场景就像素化了,然后场景的像素大小调整通过刚才拖入场景内的材质球的值来控制列数和行数
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参考地址:
(2) Lets Make a Pixelated Image Effect - YouTube
【unity笔记】用shader将3D场景转换为像素风格 - 知乎 (zhihu.com)
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