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 { float2 uv : TEXCOORD0; fixed4 color : COLOR; 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 } } }