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- Shader "Custom/TinyPixelPerfect"
- {
- Properties
- {
- [HideInInspector] _MainTex("Texture", 2D) = "white" {}
- }
- SubShader
- {
- Cull Off
- ZWrite Off
- ZTest Always
- Pass
- {
- CGPROGRAM
- #include "UnityCG.cginc"
- #pragma vertex vert
- #pragma fragment frag
- uniform sampler2D _MainTex;
- float x;
- float y;
- struct appdata
- {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- };
- struct v2f
- {
- float4 position : SV_POSITION;
- float2 uv : TEXCOORD0;
- };
- v2f vert(appdata v)
- {
- v2f o;
- o.position = UnityObjectToClipPos(v.vertex);
- o.uv = v.uv;
- return o;
- }
- fixed4 frag(v2f i) : SV_TARGET
- {
- fixed4 col = tex2D(_MainTex, i.uv);
- //return 1 - col;
- float2 g = float2(floor(i.uv.x * x) / x,floor(i.uv.y * y) / y);
- float3 c = tex2D(_MainTex, g);
- return float4(c.rgb, 1.0);
- }
- ENDCG
- }
- }
- }
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