//---------------------------------------------------------------------------------------------------------- // 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/PixelizeSector" { SubShader { Cull Off ZWrite Off ZTest Always Pass { HLSLPROGRAM #pragma vertex VertDefault #pragma fragment Frag #include "../../../Shaders/StdLib.hlsl" #include "../../../Shaders/XPostProcessing.hlsl" float4 _Params; float2 _Params2; half4 _BackgroundColor; #define _PixelIntervalX _Params2.x #define _PixelIntervalY _Params2.y float4 SectorPixelize(float2 uv) { float pixelScale = 1.0 / _Params.x; float ratio = _ScreenParams.y / _ScreenParams.x; uv.x = uv.x / ratio; //x和y坐标分别除以缩放系数,在用floor向下取整,再乘以缩放系数,得到分段UV float2 coord = half2(_PixelIntervalX * floor(uv.x / (pixelScale * _PixelIntervalX)), (_PixelIntervalY)* floor(uv.y / (pixelScale * _PixelIntervalY))); //设定扇形坐标 float2 circleCenter = coord * pixelScale; //计算当前uv值隔圆心的距离,并乘以缩放系数 float dist = length(uv - circleCenter) * _Params.x; //圆心坐标乘以缩放系数 circleCenter.x *= ratio; //采样 float4 screenColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, circleCenter); //对于距离大于半径的像素,替换为背景色 if (dist > _Params.z) screenColor = _BackgroundColor; return screenColor; } float4 Frag(VaryingsDefault i): SV_Target { return SectorPixelize(i.texcoord); } ENDHLSL } } }