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Jul 21st, 2015
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  1. Shader "Custom/DownSampling"
  2. {
  3. Properties
  4. {
  5. _MainTex("Base (RGB)", 2D) = "" {}
  6. _LowResAmount("DownSampling", int) = 10
  7. }
  8. Subshader
  9. {
  10. Pass{
  11. ZTest Always Cull Off ZWrite Off
  12. CGPROGRAM
  13. #pragma vertex vert_img
  14. #pragma fragment frag
  15. #include "UnityCG.cginc"
  16.  
  17. uniform sampler2D _MainTex;
  18. uniform int _DownSampling;
  19.  
  20. fixed4 frag(v2f_img i) : SV_Target
  21. {
  22. half2 newUV = i.uv * _ScreenParams.xy;
  23. float u = (floor(newUV.x / _DownSampling)*_DownSampling) / _ScreenParams.x;
  24. float v = (floor(newUV.y / _DownSampling)*_DownSampling) / _ScreenParams.y;
  25.  
  26. return tex2D(_MainTex, float2(u,v));
  27. }
  28. ENDCG
  29. }
  30. }
  31. Fallback off
  32. }
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