HeavenStudioPlus/Assets/X-PostProcessing/Effects/PixelizeLeaf/Shader/PixelizeLeaf.shader

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//----------------------------------------------------------------------------------------------------------
// X-PostProcessing Library
// https://github.com/QianMo/X-PostProcessing-Library
// Copyright (C) 2020 QianMo. All rights reserved.
// Licensed under the MIT License
// You may not use this file except in compliance with the License.You may obtain a copy of the License at
// http://opensource.org/licenses/MIT
//----------------------------------------------------------------------------------------------------------
Shader "Hidden/X-PostProcessing/PixelizeLeaf"
{
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass
{
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment Frag
#include "../../../Shaders/StdLib.hlsl"
#include "../../../Shaders/XPostProcessing.hlsl"
half4 _Params;
#define _PixelSize _Params.x
#define _PixelRatio _Params.y
#define _PixelScaleX _Params.z
#define _PixelScaleY _Params.w
float2 TrianglePixelizeUV(float2 uv)
{
float2 pixelScale = _PixelSize * float2(_PixelScaleX, _PixelScaleY / _PixelRatio);
//乘以缩放向下取整再除以缩放得到分段UV
float2 coord = floor(uv * pixelScale) / pixelScale;
uv -= coord;
uv *= pixelScale;
//进行像素偏移处理
coord +=
float2(step(1.0 - uv.y, uv.x) / (pixelScale.x), // Leaf X
step(uv.x, uv.y) / (pixelScale.y)//Leaf Y
);
return coord;
}
float4 Frag(VaryingsDefault i) : SV_Target
{
float2 uv = TrianglePixelizeUV(i.texcoord);
return SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv);
}
ENDHLSL
}
}
}