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Shader "Hidden/TFHCPixelateUV"
{
Properties
{
_A ("_UV", 2D) = "white" {}
_B ("_PixelX", 2D) = "white" {}
_C ("_PixelY", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
sampler2D _C;
float4 frag(v2f_img i) : SV_Target
{
float2 uv = tex2D( _A, i.uv ).rg;
float pix = tex2D( _B, i.uv ).r;
float piy = tex2D( _C, i.uv ).r;
float2 steppedPixel = float2( pix, piy );
float2 pixelatedUV = floor( uv * steppedPixel ) / steppedPixel;
return float4(pixelatedUV, 0 , 0);
}
ENDCG
}
}
}
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