76 lines
3.3 KiB
Plaintext
76 lines
3.3 KiB
Plaintext
![]() |
Shader "Unlit/pixelStyle"
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{
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// ## ## # ## #
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// ######### ############ # #
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// ##### ## # ## # ##
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// # ######### ########### ## # ###
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// ## # ## # ############# ### ####
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// ## ######### ### ## ## ####
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// ### #### ## ######## ### ###
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// ########### ###### ## # ######
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// ######### #### ##### # # ##
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// ########## ############ # # ##
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// # ######### ## # ##### # # ##
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// ######## ### ### # ### # ## ##
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// # ##### ## ### ## # ######
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// ##
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Properties
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{
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_MainTex("Texture", 2D) = "white" {}
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_PixelSize("Pixel Size", Range(1,256)) = 64 //转化后的像素大小
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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Blend SrcAlpha OneMinusSrcAlpha
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LOD 100
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float _PixelSize;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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fixed4 col;
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float ratioX = (int)(i.uv.x * _PixelSize) / _PixelSize;
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float ratioY = (int)(i.uv.y * _PixelSize) / _PixelSize;
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col = tex2D(_MainTex, float2(ratioX, ratioY));
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if (col.a < 0.5)
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{
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col.a = 0;
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}
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return col;
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}
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ENDCG
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}
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}
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}
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