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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>
66 lines
1.6 KiB
GLSL
66 lines
1.6 KiB
GLSL
//----------------------------------------------------------------------------------------------------------
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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/PixelizeTriangle"
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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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#define _PixelSize _Params.x
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#define _PixelRatio _Params.y
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#define _PixelScaleX _Params.z
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#define _PixelScaleY _Params.w
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float2 TrianglePixelizeUV(float2 uv)
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{
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float2 pixelScale = _PixelSize * float2(_PixelScaleX, _PixelScaleY / _PixelRatio);
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//乘以缩放,向下取整,再除以缩放,得到分段UV
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float2 coord = floor(uv * pixelScale) / pixelScale;
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uv -= coord;
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uv *= pixelScale;
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//进行三角形像素偏移处理
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coord +=
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float2(step(1.0 - uv.y, uv.x) / (2.0 * pixelScale.x),//X
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step(uv.x, uv.y) / (2.0 * pixelScale.y)//Y
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);
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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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float2 uv = TrianglePixelizeUV(i.texcoord);
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return SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv);
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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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