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56 lines
1.7 KiB
56 lines
1.7 KiB
Shader "Custom/ScopeShader" |
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{ |
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Properties |
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{ |
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_MainTex ("Texture", 2D) = "white" {} |
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} |
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SubShader |
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{ |
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Pass |
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{ |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment frag |
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#pragma target 3.0 |
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// note: no SV_POSITION in this struct |
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struct v2f { |
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float2 uv : TEXCOORD0; |
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}; |
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v2f vert ( |
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float4 vertex : POSITION, // vertex position input |
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float2 uv : TEXCOORD0, // texture coordinate input |
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out float4 outpos : SV_POSITION // clip space position output |
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) |
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{ |
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v2f o; |
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o.uv = uv; |
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outpos = UnityObjectToClipPos(vertex); |
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return o; |
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} |
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sampler2D _MainTex; |
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fixed4 frag (v2f i, UNITY_VPOS_TYPE screenPos : VPOS) : SV_Target |
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{ |
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// screenPos.xy will contain pixel integer coordinates. |
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// use them to implement a checkerboard pattern that skips rendering |
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// 4x4 blocks of pixels |
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// checker value will be negative for 4x4 blocks of pixels |
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// in a checkerboard pattern |
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screenPos.xy = floor(screenPos.xy * 0.25) * 0.5; |
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float checker = -frac(screenPos.r + screenPos.g); |
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// clip HLSL instruction stops rendering a pixel if value is negative |
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clip(checker); |
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// for pixels that were kept, read the texture and output it |
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fixed4 c = tex2D (_MainTex, i.uv); |
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return c; |
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} |
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ENDCG |
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} |
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} |
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}
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