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Unity ShaderLab : モザイクシェーダー ピクセル値は単純にブロックの先頭を使う
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Shader "Custom/mosaic" { | |
Properties | |
{ | |
//[PerRendererData] | |
_MainTex ("Texture", 2D) = "white" {} | |
_Width ("Image Width", Float) = 256 | |
_Height ("Image Height", Float) = 256 | |
_BlockWidth ("Block Width", Float) = 2 | |
_BlockHeight ("Block Height", Float) = 2 | |
} | |
SubShader | |
{ | |
Tags { | |
"RenderType"="Opaque" | |
} | |
Cull Off Lighting Off Fog { Mode Off } | |
AlphaTest Off Blend Off | |
ZWrite Off | |
LOD 200 | |
Pass { | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#pragma fragmentoption ARB_precision_hint_fastest | |
#include "UnityCG.cginc" | |
struct v2f { | |
float4 pos : SV_POSITION; | |
float2 uv : TEXCOORD0; | |
}; | |
sampler2D _MainTex; | |
float4 _MainTex_ST; // xy : Scale, zw : Offset(Transform) | |
float _Width; | |
float _Height; | |
float _BlockWidth; | |
float _BlockHeight; | |
v2f vert(appdata_base v) | |
{ | |
v2f o; | |
o.pos = mul (UNITY_MATRIX_MVP, v.vertex); | |
o.uv = v.texcoord + _MainTex_ST.zw;// offset 値だけ反映 | |
//o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);// scale, offset を両方反映するならばマクロあり。(v.texcoord * _MainTex_ST.xy + _MainTex_ST.zw) | |
return o; | |
} | |
fixed4 frag( v2f i ) : COLOR | |
{ | |
// ブロックの先頭のピクセル値を反映する. | |
i.uv.x = floor((i.uv.x * _Width) / _BlockWidth) * _BlockWidth / _Width; | |
i.uv.y = floor((i.uv.y * _Height) / _BlockHeight) * _BlockHeight / _Height; | |
return tex2D(_MainTex, i.uv); | |
} | |
ENDCG | |
} | |
} | |
} |
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