Shader "Custom/Pixel Shader" { Properties { _MainTex ("Texture", 2D) = "white" {} _TintColor ("Tint Color", Color) = (1.0, 0.6, 0.6, 1.0) } SubShader { Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment frag #include "UnityCG.cginc" sampler2D _MainTex; float2 BlockCount; float2 BlockSize; float4 _TintColor; fixed4 frag (v2f_img i) : SV_Target { float2 blockPos = floor(i.uv * BlockCount); float2 blockCenter = blockPos * BlockSize + BlockSize * 0.5; float4 tex = tex2D(_MainTex, blockCenter) + _TintColor; return tex; } ENDCG } } }