CENSOR – Screen-Space Quantization and Refraction
"SSQR" for Non-Degenerate Rendering and μ-Rasterization via Per-Pixel, GPU-Accelerated Parallel Processing in Unity (URP).
by Mirza Beig
Price History +
Are you pro-censorship? We are.
With CENSOR ("PRO-fessional Edition"), *you* can be, too.
⚠️ ** See it in action!
🔗 Try the realtime, WebGL Demo.
^ WARNING: Somewhat censored/pixelated/blurred content.
> It's a pixelated glass and blur + censorship shader (visual effect).
-- Read the satirical 'paper' (article) about this asset and technique.
Apply it to meshes like squares and disable refraction for a pixelating censor effect. Or, use it as an actual straightforward glass shader with complex meshes, by turning up the resolution (no performance cost for higher resolutions).
🎉 It's fast, and works on desktop, mobile, and WebGL.
(Just make sure to enable Opaque Texture rendering.)
Happy censoring!
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Use the shader with any material, it's self-explanatory.
Adjust the resolution (aka: steps, quantization scale).
> increase/decrease pixelation.
Adjust refraction strength to increase/decrease glass-like distortion.
-- Refraction can be scaled by distance, for relative quantization.
If you supply a global _CameraBlurTexture, you can use the toggle.