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| Shader "HHF/Example/pixelCharacter" { Properties { _BaseColor("Base Color",color) = (1,1,1,1) _BaseMap("BaseMap", 2D) = "white" {} [IntRange]_PixelSize("PixelSize", range(1, 20)) = 2 [KeywordEnum(Grey, Color)]_PixelMode("PixelMode",int) = 0 }
SubShader { Tags { "Queue"="Geometry" "RenderType" = "Opaque" "IgnoreProjector" = "True" "RenderPipeline" = "UniversalPipeline"}
Pass { HLSLPROGRAM #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma vertex vert #pragma fragment frag #pragma shader_feature _PIXELMODE_GREY _PIXELMODE_COLOR #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; };
struct v2f { float4 positionCS : SV_POSITION; float2 uv : TEXCOORD0; };
CBUFFER_START(UnityPerMaterial) half4 _BaseColor; float4 _BaseMap_ST; half _PixelSize; CBUFFER_END TEXTURE2D (_BaseMap); SAMPLER(sampler_BaseMap);
half ColorCompare(uint2 uv, half col) { uv %= 4; float A4x4[16] = { 0,8,2,10, 12,4,14,6, 3,11,1,9, 15,7,13,5 }; half d = A4x4[uv.x * 4 + uv.y] / 15; return step(d, col); }
v2f vert(appdata v) { v2f o = (v2f)0; o.positionCS = TransformObjectToHClip(v.vertex.xyz); o.uv = TRANSFORM_TEX(v.uv, _BaseMap); return o; }
half4 frag(v2f i) : SV_Target { uint2 uv = (uint2)i.positionCS.xy ;
half4 baseMap = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, i.uv); half4 oriColor = 1;
#if _PIXELMODE_GREY oriColor.rgb = dot(baseMap.rgb, half3(0.22, 0.707, 0.071)); #elif _PIXELMODE_COLOR oriColor.rgb = baseMap.rgb; #endif half r = ColorCompare(uv / _PixelSize, oriColor.r); half g = ColorCompare(uv / _PixelSize, oriColor.g); half b = ColorCompare(uv / _PixelSize, oriColor.b); return half4(oriColor.r * r, oriColor.g * g, oriColor.b * b, 1) * _BaseColor; } ENDHLSL } } SubShader { Tags { "RenderType"="Opaque" }
Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fog #pragma shader_feature _PIXELMODE_GREY _PIXELMODE_COLOR
#include "UnityCG.cginc"
struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; };
struct v2f { float4 positionCS : SV_POSITION; float2 uv : TEXCOORD0; };
half4 _BaseColor; sampler2D _BaseMap; float4 _BaseMap_ST; half _PixelSize;
half ColorCompare(uint2 uv, half col) { uv %= 4; float A4x4[16] = { 0,8,2,10, 12,4,14,6, 3,11,1,9, 15,7,13,5 }; half d = A4x4[uv.x * 4 + uv.y] / 15; return step(d, col); }
v2f vert(appdata v) { v2f o = (v2f)0; o.positionCS = UnityObjectToClipPos(v.vertex.xyz); o.uv = TRANSFORM_TEX(v.uv, _BaseMap); return o; }
half4 frag(v2f i) : SV_Target { uint2 uv = (uint2)i.positionCS.xy ;
half4 baseMap = tex2D(_BaseMap, i.uv); half4 oriColor = 1;
#if _PIXELMODE_GREY oriColor.rgb = dot(baseMap.rgb, half3(0.22, 0.707, 0.071)); #elif _PIXELMODE_COLOR oriColor.rgb = baseMap.rgb; #endif half r = ColorCompare(uv / _PixelSize, oriColor.r); half g = ColorCompare(uv / _PixelSize, oriColor.g); half b = ColorCompare(uv / _PixelSize, oriColor.b); return half4(oriColor.r * r, oriColor.g * g, oriColor.b * b, 1) * _BaseColor; } ENDCG } } }
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