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LowRes.shader
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LowRes.shader
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Shader "PostEffect/LowRes"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
}
SubShader
{
Cull Off ZWrite Off ZTest Always
Tags { "RenderPipeline" = "UniversalPipeline"}
Pass
{
CGPROGRAM
#pragma vertex Vert
#pragma fragment Frag
sampler2D _MainTex;
int _Height;
int _Width;
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 = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 Frag (v2f i) : SV_Target
{
float2 uv = i.uv;
uv.x *= _Width;
uv.y *= _Height;
uv.x = round(uv.x);
uv.y = round(uv.y);
uv.x /= _Width;
uv.y /= _Height;
fixed4 col = tex2D(_MainTex, uv);
return col;
}
ENDCG
}
}
}