HeavenStudioPlus/Assets/X-PostProcessing/Effects/PixelizeCircle/Shader/PixelizeCircle.shader

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GLSL
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//----------------------------------------------------------------------------------------------------------
// 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/PixelizeCircle"
{
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;
half2 _Params2;
half4 _BackgroundColor;
#define _PixelIntervalX _Params2.x
#define _PixelIntervalY _Params2.y
float4 CirclePixelize(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)));
//求解圆心坐标
float2 circleCenter = coord * pixelScale + pixelScale * 0.5;
//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 CirclePixelize(i.texcoord);
}
ENDHLSL
}
}
}