Shader "Hidden/Custom/LWtest/HalftoneOpaque" { Properties { _Pattern ("Pattern", 2D) = "grey" {} [IntRange]_Steps ("Steps", Range(1, 10)) = 4 } HLSLINCLUDE #include "../../../../../../../PostProcessing/PostProcessing/Shaders/StdLib.hlsl" TEXTURE2D_SAMPLER2D(_MainTex, sampler_MainTex); //Texture2D _Pattern; //Texture2D _MainTex; //SamplerState sampler_MainTex; //SamplerState sampler_Pattern; TEXTURE2D_SAMPLER2D(_Pattern, sampler_Pattern); float _Blend; float _Scale; float _Steps; float4 Frag(VaryingsDefault i) : SV_Target { float4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord); float luminance = 1 + dot(color.rgb, float3(0.2126729, 0.7151522, 0.0721750)) * 0.25; float3 pattern = SAMPLE_TEXTURE2D(_Pattern, sampler_Pattern, i.texcoord * (_ScreenParams.xy * _Scale * luminance)).rgb; color.rgb = round(((pattern.rrr)-_Blend) + (color * _Steps)) / _Steps; return color; } ENDHLSL SubShader { Cull Off ZWrite Off ZTest Always Pass { HLSLPROGRAM #pragma vertex VertDefault #pragma fragment Frag ENDHLSL } } }