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

* Updated Screen Jump default

* also airboarder works now

---------

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

74 lines
2 KiB
GLSL
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

//----------------------------------------------------------------------------------------------------------
// 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
}
}
}