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.