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@dasannikov
Created December 1, 2025 16:12
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Unity3D Shader for UI Image with Rotated Grid Super-Sampling
Shader "UiImage-RGSS"
{
Properties
{
_MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
struct appdata
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float4 _MainTex_ST;
// Rotated Grid Super-Sampling (RGSS)
// RGSS offsets for 2x2 rotated grid supersampling
static const float2 rgss_uv_offsets = float2(0.125, 0.375);
// RGSS texture sampling function
fixed4 rgss_tex2D(sampler2D texture_sampler, float2 uv)
{
// Per pixel partial derivatives
float2 dx = ddx(uv);
float2 dy = ddy(uv);
// Supersampled using 2x2 rotated grid
fixed4 col = tex2D(texture_sampler, uv + rgss_uv_offsets.x * dx + rgss_uv_offsets.y * dy);
col += tex2D(texture_sampler, uv - rgss_uv_offsets.x * dx - rgss_uv_offsets.y * dy);
col += tex2D(texture_sampler, uv + rgss_uv_offsets.y * dx - rgss_uv_offsets.x * dy);
col += tex2D(texture_sampler, uv - rgss_uv_offsets.y * dx + rgss_uv_offsets.x * dy);
col *= 0.25;
return col;
}
v2f vert(appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.worldPosition = v.vertex;
o.vertex = UnityObjectToClipPos(o.worldPosition);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
o.color = v.color * _Color;
return o;
}
fixed4 frag(v2f i) : SV_Target
{
// Use RGSS sampling
fixed4 color = rgss_tex2D(_MainTex, i.texcoord) + _TextureSampleAdd;
color *= i.color;
#ifdef UNITY_UI_CLIP_RECT
color.a *= UnityGet2DClipping(i.worldPosition.xy, _ClipRect);
#endif
#ifdef UNITY_UI_ALPHACLIP
clip(color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
}
@dasannikov
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Author

Here is live web Demo but for Defeold Engine implementation:
https://indiesoftby.github.io/defold-sharp-sprite/

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