Final post incoming! In this post I am going to assemble all the patterns we gathered through this small series and make a final one explaining how to actually turn a 2×4 image into an interlaced one in the form of a shader both in Unity and for webGL.
Since I already explained how to configure a full screen Quad, which mainly happens in the vertex shader, in Unity and the same concept apply for webGL(Except for all the boilerplate of setting webGL’sstate machine). I am going to focus in the part of the fragment shader part.
Basically what we are doing is sampling a texture multiple times, on multiple ocasions to rearrange its information.