LEDディスプレイ - saitocastel1900/UnityShader GitHub Wiki
- 仕組みとしては、画素のテクスチャをループして並べて基のテクスチャに上書きしている
Shader "Unlit/LedUnlitShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_PixelTex("Pixel Texture", 2D) = "white" {}
_PixelSize("Pixel Size", Range(1, 100)) = 200
_Intensity("intensity", float) = 1
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex, _PixelTex;
float _PixelSize, _Intensity;
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex,i.uv);
float4 pix = tex2D(_PixelTex, i.uv * _PixelSize);
return col * pix * _Intensity;
}
ENDCG
}
}
}
- このままでもいいけど、ディスプレイは画素単位で描画してい流ので、単純にテクスチャを重ねるのではなくて、画素一つに対して一色にする
Shader "Unlit/LedUnlitShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_PixelTex("Pixel Texture", 2D) = "white" {}
_PixelSize("Pixel Size", Range(1, 100)) = 200
_Intensity("intensity", float) = 1
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex, _PixelTex;
float _PixelSize, _Intensity;
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
float2 posterize(float2 In, float frameRate)
{
return floor(In * frameRate) / (frameRate);
}
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, posterize(i.uv, _PixelSize));
float4 pix = tex2D(_PixelTex, i.uv * _PixelSize);
return col * pix * _Intensity;
}
ENDCG
}
}
}