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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>
68 lines
1.7 KiB
Text
68 lines
1.7 KiB
Text
//----------------------------------------------------------------------------------------------------------
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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/PixelizeDiamond"
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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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float _PixelSize;
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float2 DiamondPixelizeUV(float2 uv)
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{
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half2 pixelSize = 10 / _PixelSize;
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half2 coord = uv * pixelSize;
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//计算当前Diamond的朝向
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int direction = int(dot(frac(coord), half2(1, 1)) >= 1.0) + 2 * int(dot(frac(coord), half2(1, -1)) >= 0.0);
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//进行向下取整
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coord = floor(coord);
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//处理Diamond的四个方向
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if (direction == 0) coord += half2(0, 0.5);
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if(direction == 1) coord += half2(0.5, 1);
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if(direction == 2) coord += half2(0.5, 0);
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if(direction == 3) coord += half2(1, 0.5);
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//最终缩放uv
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coord /= pixelSize;
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return coord;
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}
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float4 Frag(VaryingsDefault i): SV_Target
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{
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float2 uv = DiamondPixelizeUV(i.texcoord);
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return SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv);
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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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