├── .gitignore ├── LICENSE ├── PixelShader ├── Assets │ ├── Codexus.meta │ ├── Codexus │ │ ├── Example.unity │ │ ├── Example.unity.meta │ │ ├── Scripts.meta │ │ ├── Scripts │ │ │ ├── PixelEffect.cs │ │ │ └── PixelEffect.cs.meta │ │ ├── Shaders.meta │ │ └── Shaders │ │ │ ├── PixelShader.shader │ │ │ └── PixelShader.shader.meta │ ├── Robot Kyle.meta │ └── Robot Kyle │ │ ├── Materials.meta │ │ ├── Materials │ │ ├── Robot_Color.mat │ │ └── Robot_Color.mat.meta │ │ ├── Model.meta │ │ ├── Model │ │ ├── Robot Kyle.fbx │ │ └── Robot Kyle.fbx.meta │ │ ├── Textures.meta │ │ └── Textures │ │ ├── Robot_Color.tga │ │ ├── Robot_Color.tga.meta │ │ ├── Robot_Normal.tga │ │ └── Robot_Normal.tga.meta └── ProjectSettings │ ├── AudioManager.asset │ ├── ClusterInputManager.asset │ ├── DynamicsManager.asset │ ├── EditorBuildSettings.asset │ ├── EditorSettings.asset │ ├── GraphicsSettings.asset │ ├── InputManager.asset │ ├── NavMeshAreas.asset │ ├── NetworkManager.asset │ ├── Physics2DSettings.asset │ ├── ProjectSettings.asset │ ├── ProjectVersion.txt │ ├── QualitySettings.asset │ ├── TagManager.asset │ ├── TimeManager.asset │ ├── UnityAdsSettings.asset │ └── UnityConnectSettings.asset ├── README.md └── kyle.png /.gitignore: -------------------------------------------------------------------------------- 1 | # =============== # 2 | # Unity generated # 3 | # =============== # 4 | Temp/ 5 | Obj/ 6 | UnityGenerated/ 7 | Library/ 8 | Assets/AssetStoreTools* 9 | 10 | # ===================================== # 11 | # Visual Studio / MonoDevelop generated # 12 | # ===================================== # 13 | ExportedObj/ 14 | *.svd 15 | *.userprefs 16 | *.csproj 17 | *.pidb 18 | *.suo 19 | *.sln 20 | *.user 21 | *.unityproj 22 | *.booproj 23 | 24 | # ============ # 25 | # OS generated # 26 | # ============ # 27 | .DS_Store 28 | .DS_Store? 29 | ._* 30 | .Spotlight-V100 31 | .Trashes 32 | Icon? 33 | ehthumbs.db 34 | Thumbs.db 35 | .AppleDouble 36 | .LSOverride 37 | *.lnk 38 | 39 | # Recycle Bin used on file shares 40 | $RECYCLE.BIN/ 41 | 42 | # Windows Installer files 43 | *.cab 44 | *.msi 45 | *.msm 46 | *.msp 47 | 48 | # Icon must end with two \r 49 | Icon 50 | 51 | # Thumbnails 52 | ._* 53 | 54 | # Files that might appear on external disk 55 | .Spotlight-V100 56 | .Trashes 57 | 58 | # Directories potentially created on remote AFP share 59 | .AppleDB 60 | .AppleDesktop 61 | Network Trash Folder 62 | Temporary Items 63 | .apdisk 64 | 65 | ### Linux ### 66 | *~ 67 | 68 | # KDE directory preferences 69 | .directory 70 | 71 | 72 | ### Sass ### 73 | .sass-cache 74 | *.css.map 75 | 76 | # ============ # 77 | # android # 78 | # ============ # 79 | # Built application files 80 | *.apk 81 | *.ap_ 82 | 83 | # Files for the Dalvik VM 84 | *.dex 85 | 86 | # Java class files 87 | *.class 88 | 89 | # Generated files 90 | bin/ 91 | gen/ 92 | 93 | # Gradle files 94 | .gradle/ 95 | build/ 96 | 97 | # Local configuration file (sdk path, etc) 98 | local.properties 99 | 100 | # Proguard folder generated by Eclipse 101 | proguard/ 102 | 103 | # Log Files 104 | *.log -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2016 codexus 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /PixelShader/Assets/Codexus.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b6f64c43f5fee4245b0d01bf9929a467 3 | folderAsset: yes 4 | timeCreated: 1480451528 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /PixelShader/Assets/Codexus/Example.unity: -------------------------------------------------------------------------------- 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-------------------------------------------------------------------------------- /PixelShader/Assets/Codexus/Scripts/PixelEffect.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | namespace Codexus 5 | { 6 | [ExecuteInEditMode] 7 | [RequireComponent(typeof(Camera))] 8 | public class PixelEffect : MonoBehaviour 9 | { 10 | [Header("Pixels size")] 11 | [Range(1.0f, 20f)] 12 | public float pixelWidth = 0.05f; 13 | [Range(1.0f, 20f)] 14 | public float pixelHeight = 0.05f; 15 | 16 | private Material pixelMaterial = null; 17 | 18 | void SetMaterial() 19 | { 20 | pixelMaterial = new Material(Shader.Find("Hidden/PixelShader")); 21 | } 22 | 23 | void OnEnable() 24 | { 25 | SetMaterial(); 26 | } 27 | 28 | void OnDisable() 29 | { 30 | pixelMaterial = null; 31 | } 32 | 33 | void OnRenderImage(RenderTexture source, RenderTexture destination) 34 | { 35 | 36 | if (pixelMaterial == null) 37 | { 38 | Graphics.Blit(source, destination); 39 | return; 40 | } 41 | 42 | pixelMaterial.SetFloat("_PixelWidth", pixelWidth); 43 | pixelMaterial.SetFloat("_PixelHeight", pixelHeight); 44 | pixelMaterial.SetFloat("_ScreenWidth", source.width); 45 | pixelMaterial.SetFloat("_ScreenHeight", source.height); 46 | 47 | Graphics.Blit(source, destination, pixelMaterial); 48 | } 49 | } 50 | 51 | } 52 | -------------------------------------------------------------------------------- /PixelShader/Assets/Codexus/Scripts/PixelEffect.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 841fff6199bd48b4ea3d9032c532090a 3 | timeCreated: 1480435025 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /PixelShader/Assets/Codexus/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d14183f545ac44c40a2572c17d9fae1a 3 | folderAsset: yes 4 | timeCreated: 1480451528 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /PixelShader/Assets/Codexus/Shaders/PixelShader.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/PixelShader" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | _PixelWidth("Pixel width", float) = 1.0 7 | _PixelHeight("Pixel height", float) = 1.0 8 | _ScreenWidth("Screen width", float) = 1.0 9 | _ScreenHeight("Screen height", float) = 1.0 10 | } 11 | SubShader 12 | { 13 | // No culling or depth 14 | Cull Off ZWrite Off ZTest Always 15 | 16 | Pass 17 | { 18 | CGPROGRAM 19 | #pragma vertex vert 20 | #pragma fragment frag 21 | 22 | #include "UnityCG.cginc" 23 | 24 | struct appdata 25 | { 26 | half4 vertex : POSITION; 27 | half2 uv : TEXCOORD0; 28 | }; 29 | 30 | struct v2f 31 | { 32 | half2 uv : TEXCOORD0; 33 | half4 vertex : SV_POSITION; 34 | }; 35 | 36 | v2f vert (appdata v) 37 | { 38 | v2f o; 39 | o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); 40 | o.uv = v.uv; 41 | return o; 42 | } 43 | 44 | sampler2D _MainTex; 45 | half _PixelWidth; 46 | half _PixelHeight; 47 | half _ScreenWidth; 48 | half _ScreenHeight; 49 | 50 | fixed4 frag (v2f i) : SV_Target 51 | { 52 | fixed4 col = tex2D(_MainTex, i.uv); 53 | half dx = _PixelWidth * (1. / _ScreenWidth); 54 | half dy = _PixelHeight * (1. / _ScreenHeight); 55 | half2 coord = half2(dx*floor(i.uv.x / dx), dy * floor(i.uv.y / dy)); 56 | col = tex2D(_MainTex, coord); 57 | return col; 58 | } 59 | ENDCG 60 | } 61 | } 62 | } 63 | -------------------------------------------------------------------------------- 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good ol' pixel games. 3 | ![alt tag](https://raw.githubusercontent.com/codexus/unity-pixelShader/master/kyle.png) 4 | -------------------------------------------------------------------------------- /kyle.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/codexus/unity-pixelShader/6501bc42ff891ba942ff0b5106c4511984d77f92/kyle.png --------------------------------------------------------------------------------