I am working in an unlit shader graph in unity, and I am trying to apply a pixellation effect to color data.

I've found articles that show an approach to applying this effect to a texture by manipulating a UV and then sampling from a texture like this and this.

The issue I have is I am procedurally generating some shapes and I have a final color that I can output to the unlit color node. I do not know how to apply the modified UV map to the color.

I am fairly new to shader graph, is there some way to apply a UV to a color like a texture? or a way to write to a temporary texture that I can apply the UV to? Or perhaps another way to achieve the effect? (I want to reduce the resolution to a defined amount 32px x 32px for example)

UV above, color below

The UV is above, and the color is below.

0 Answers