"SSQR" for Non-Degenerate Rendering and μ-Rasterization via Per-Pixel, GPU-Accelerated Parallel Processing in Unity (URP).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!---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.




