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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
Text
75 lines
2 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/PixelizeLed"
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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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half4 _BackgroundColor;
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#define _PixelSize _Params.x
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#define _PixelRatio _Params.y
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#define _LedRadius _Params.z
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float2 RectPixelizeUV(half2 uv)
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{
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float pixelScale = 1.0 / _PixelSize;
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//除以缩放系数,在向上取整,再乘以缩放系数,得到分段UV
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float2 coord = half2(pixelScale * floor(uv.x / (pixelScale)), (pixelScale * _PixelRatio ) * floor(uv.y / (pixelScale *_PixelRatio)));
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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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// 实现矩形像素效果
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float2 uv = RectPixelizeUV(i.texcoord);
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float4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv);
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// 计算矩形像素坐标
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half2 coord = i.texcoord * half2(_PixelSize, _PixelSize / _PixelRatio);
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// 横纵坐标强度渐变
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half ledX = abs(sin(coord.x * 3.1415)) * 1.5;
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half ledY = abs(sin(coord.y * 3.1415)) * 1.5;
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// 求解LedValue
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half ledValue = ledX * ledY;
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// led半径校正
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half radius = step(ledValue, _LedRadius);
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//最终颜色 = 基础led颜色 + 渐变led颜色 + 背景颜色
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color = ((1 - radius) * color) + ((color * ledValue) * radius) + radius * (1- ledValue)* _BackgroundColor;
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return color;
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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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