Shader "PengLu/Unlit/MosaicVF" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_MosaicSize("MosaicSize", int)=5
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 100
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
};
sampler2D _MainTex;
float4 _MainTex_ST;
half4 _MainTex_TexelSize;
int _MosaicSize;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
//float2 uv = (i.texcoord*_MainTex_TexelSize.zw) ;//将纹理坐标映射到分辨率的大小
// uv = floor(uv/_MosaicSize)*_MosaicSize;//根据马赛克块大小进行取整
// i.texcoord =uv*_MainTex_TexelSize.xy;//把坐标重新映射回0,1的范围之内
// fixed4 col = tex2D(_MainTex, i.texcoord);
float2 uv = i.texcoord * float2(1000,1000) ;
uv = floor(uv/_MosaicSize)*_MosaicSize;
i.texcoord =uv* float2(0.001,0.001) ;
fixed4 col = tex2D(_MainTex, i.texcoord);
//UNITY_OPAQUE_ALPHA(col.a);
return col;
}
ENDCG
}
}
}
如果用于屏幕特效,则是全屏都是马赛克
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