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I would abandon the though of perfectly averaging all pixels in a block. Instead, sample the color from say 3x3 underlying (but not neighbouring) pixels, while using biliear filtering. This is only 9 texture lookups per final painted pixel - not at all a big job for the GPU. As opposite to per-painted-pixel sampling all pixels in a block and averaging. Say a ...


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You could render your image to a lower resolution rendertarget with point sampling to achieve a pixelation effect. This way you could use a simple pass-through pixels shader but the sampling of the texture alone would make it pixelated. An other way would be a compute shader. You could dispatch it with the number of desired blocks, and for each block ...



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