Shader "Unlit/pixelStyle"
{
// ## ## # ## #
// ######### ############ # #
// ##### ## # ## # ##
// # ######### ########### ## # ###
// ## # ## # ############# ### ####
// ## ######### ### ## ## ####
// ### #### ## ######## ### ###
// ########### ###### ## # ######
// ######### #### ##### # # ##
// ########## ############ # # ##
// # ######### ## # ##### # # ##
// ######## ### ### # ### # ## ##
// # ##### ## ### ## # ######
// ##
Properties
_MainTex("Texture", 2D) = "white" {}
_PixelSize("Pixel Size", Range(1,256)) = 64 //转化后的像素大小
_TintColor("TintColor",Color) = (0.5,0.5,0.5)
}
SubShader
Tags { "RenderType"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
Blend SrcAlpha OneMinusSrcAlpha
LOD 100
Cull Off Lighting Off ZWrite Off
Pass
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
#pragma multi_compile_particles
#pragma multi_compile_fog
struct appdata
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
fixed4 color : COLOR;
};
struct v2f
float4 vertex : SV_POSITION;
sampler2D _MainTex;
float4 _MainTex_ST;
float _PixelSize;
fixed4 _TintColor;
v2f vert (appdata v)
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.color = v.color;
return o;
fixed4 frag (v2f i) : SV_Target
fixed4 col;
float ratioX = (int)(i.uv.x * _PixelSize) / _PixelSize;
float ratioY = (int)(i.uv.y * _PixelSize) / _PixelSize;
col = tex2D(_MainTex, float2(ratioX, ratioY));
col = _TintColor * col * i.color;
return col;
ENDCG