Shader "Custom/MosaicTransparent" { Properties { _MainTex ("Texture", 2D) = "white" {} _BlockSize ("Block Size", Float) = 30 } SubShader { Tags { "Queue" = "Transparent" "RenderType" = "Transparent" } LOD 100 ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Cull Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" sampler2D _MainTex; float4 _MainTex_ST; float _BlockSize; 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 = TRANSFORM_TEX(v.uv, _MainTex); return o; } fixed4 frag (v2f i) : SV_Target { float2 uv = floor(i.uv * _BlockSize) / _BlockSize + 0.5 / _BlockSize; fixed4 col = tex2D(_MainTex, uv); return col; } ENDCG } } }