HeavenStudioPlus/Assets/X-PostProcessing/Effects/PixelizeDiamond/Shader/PixelizeDiamond.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

68 lines
1.7 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/PixelizeDiamond"
{
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass
{
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment Frag
#include "../../../Shaders/StdLib.hlsl"
#include "../../../Shaders/XPostProcessing.hlsl"
float _PixelSize;
float2 DiamondPixelizeUV(float2 uv)
{
half2 pixelSize = 10 / _PixelSize;
half2 coord = uv * pixelSize;
//计算当前Diamond的朝向
int direction = int(dot(frac(coord), half2(1, 1)) >= 1.0) + 2 * int(dot(frac(coord), half2(1, -1)) >= 0.0);
//进行向下取整
coord = floor(coord);
//处理Diamond的四个方向
if (direction == 0) coord += half2(0, 0.5);
if(direction == 1) coord += half2(0.5, 1);
if(direction == 2) coord += half2(0.5, 0);
if(direction == 3) coord += half2(1, 0.5);
//最终缩放uv
coord /= pixelSize;
return coord;
}
float4 Frag(VaryingsDefault i): SV_Target
{
float2 uv = DiamondPixelizeUV(i.texcoord);
return SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv);
}
ENDHLSL
}
}
}