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https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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f14d2a423f
* Super Retro VFX! * Updated Screen Jump default * also airboarder works now --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
75 lines
2 KiB
GLSL
75 lines
2 KiB
GLSL
//----------------------------------------------------------------------------------------------------------
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// X-PostProcessing Library
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// https://github.com/QianMo/X-PostProcessing-Library
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// Copyright (C) 2020 QianMo. All rights reserved.
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// Licensed under the MIT License
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// You may not use this file except in compliance with the License.You may obtain a copy of the License at
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// http://opensource.org/licenses/MIT
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//----------------------------------------------------------------------------------------------------------
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Shader "Hidden/X-PostProcessing/PixelizeCircle"
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{
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SubShader
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{
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Cull Off ZWrite Off ZTest Always
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Pass
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{
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HLSLPROGRAM
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#pragma vertex VertDefault
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#pragma fragment Frag
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#include "../../../Shaders/StdLib.hlsl"
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#include "../../../Shaders/XPostProcessing.hlsl"
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half4 _Params;
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half2 _Params2;
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half4 _BackgroundColor;
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#define _PixelIntervalX _Params2.x
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#define _PixelIntervalY _Params2.y
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float4 CirclePixelize(float2 uv)
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{
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float pixelScale = 1.0 / _Params.x;
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float ratio = _ScreenParams.y / _ScreenParams.x;
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uv.x = uv.x / ratio;
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//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
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float2 coord = half2(_PixelIntervalX * floor(uv.x / (pixelScale * _PixelIntervalX)), (_PixelIntervalY)* floor(uv.y / (pixelScale * _PixelIntervalY)));
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//求解圆心坐标
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float2 circleCenter = coord * pixelScale + pixelScale * 0.5;
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//计算当前uv值隔圆心的距离,并乘以缩放系数
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float dist = length(uv - circleCenter) * _Params.x;
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//圆心坐标乘以缩放系数
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circleCenter.x *= ratio;
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//采样
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float4 screenColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, circleCenter);
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//对于距离大于半径的像素,替换为背景色
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if (dist > _Params.z) screenColor = _BackgroundColor;
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return screenColor;
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}
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float4 Frag(VaryingsDefault i): SV_Target
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{
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return CirclePixelize(i.texcoord);
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}
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ENDHLSL
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}
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}
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}
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