Unity3D Shader 马赛克后期效果
//效果图
//Shader代码
Shader "Hidden/Mosaic" { Properties { _MainTex ("Texture", 2D) = "white" {} _TileSize("Tile Size", Range(0.001,1)) = 0.05 } SubShader { // No culling or depth Cull Off ZWrite Off ZTest Always Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; v2f vert (appdata v) { v2f o; o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); o.uv = v.uv; return o; } sampler2D _MainTex; fixed _TileSize; fixed4 frag (v2f i) : SV_Target { i.uv.x = ceil(i.uv.x/_TileSize)*_TileSize; i.uv.y = ceil(i.uv.y/_TileSize)*_TileSize; fixed4 col = tex2D(_MainTex, i.uv); return col; } ENDCG } } }