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Shader "Hidden/PosterizeNode"
{
Properties
{
_A ( "_RGBA", 2D ) = "white" {}
_B ( "_Power", 2D ) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
uniform sampler2D _A;
uniform sampler2D _B;
float4 frag ( v2f_img i ) : SV_Target
{
float4 rgba = tex2D ( _B, i.uv );
float power = tex2D ( _A, i.uv ).r;
if ( power < 1 )
return float4(0,0,0,0);
float divideOp = 256.0 / float ( (int)power );
float4 finalColor = ( floor ( rgba * divideOp ) / divideOp );
return finalColor;
}
ENDCG
}
}
}
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