//---------------------------------------------------------------------------------------------------------- // 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/PixelizeTriangle" { 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; //进行三角形像素偏移处理 coord += float2(step(1.0 - uv.y, uv.x) / (2.0 * pixelScale.x),//X step(uv.x, uv.y) / (2.0 * pixelScale.y)//Y ); return coord; } float4 Frag(VaryingsDefault i) : SV_Target { float2 uv = TrianglePixelizeUV(i.texcoord); return SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv); } ENDHLSL } } }