HeavenStudioPlus/Assets/X-PostProcessing/Effects/PixelizeQuad/Shader/PixelizeQuad.shader
wookywok f14d2a423f Retro VFX! (also airboarder works now) (#780)
* Super Retro VFX!

* Updated Screen Jump default

* also airboarder works now

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Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-03-11 21:21:51 +00:00

59 lines
1.6 KiB
Text

//----------------------------------------------------------------------------------------------------------
// 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/PixelizeQuad"
{
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 RectPixelizeUV( half2 uv)
{
float pixelScale = 1.0 / _PixelSize;
// Divide by the scaling factor, round up, and multiply by the scaling factor to get the segmented UV
float2 coord = half2(pixelScale * _PixelScaleX * floor(uv.x / (pixelScale *_PixelScaleX)), (pixelScale * _PixelRatio *_PixelScaleY) * floor(uv.y / (pixelScale *_PixelRatio * _PixelScaleY)));
return coord;
}
float4 Frag(VaryingsDefault i) : SV_Target
{
float2 uv = RectPixelizeUV(i.texcoord);
float4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv);
return color;
}
ENDHLSL
}
}
}