Shader "Hidden/Pixelize" { Properties { _MainTex ("Texture", 2D) = "white" } SubShader { Tags { "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline" } HLSLINCLUDE #pragma vertex vert #pragma fragment frag #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" struct Attributes { float4 positionOS : POSITION; float2 uv : TEXCOORD0; }; struct Varyings { float4 positionHCS : SV_POSITION; float2 uv : TEXCOORD0; }; TEXTURE2D(_MainTex); float4 _MainTex_TexelSize; float4 _MainTex_ST; //SAMPLER(sampler_MainTex); //Texture2D _MainTex; //SamplerState sampler_MainTex; SamplerState sampler_point_clamp; uniform float2 _BlockCount; uniform float2 _BlockSize; uniform float2 _HalfBlockSize; Varyings vert(Attributes IN) { Varyings OUT; OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz); OUT.uv = TRANSFORM_TEX(IN.uv, _MainTex); return OUT; } ENDHLSL Pass { Name "Pixelation" HLSLPROGRAM half4 frag(Varyings IN) : SV_TARGET { float2 blockPos = floor(IN.uv * _BlockCount); float2 blockCenter = blockPos * _BlockSize + _HalfBlockSize; float4 tex = SAMPLE_TEXTURE2D(_MainTex, sampler_point_clamp, blockCenter); //return float4(IN.uv,1,1); return tex; } ENDHLSL } } }