mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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92962fef26
* Super Retro VFX! * Updated Screen Jump default * also airboarder works now --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
158 lines
3.2 KiB
GLSL
158 lines
3.2 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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//reference :
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// 1. https://www.shadertoy.com/view/ls23Dc
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// 2. http://coding-experiments.blogspot.nl/2010/06/pixelation.html
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Shader "Hidden/X-PostProcessing/PixelizeHexagon"
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{
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HLSLINCLUDE
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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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float HexDist(float2 a, float2 b)
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{
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float2 p = abs(b - a);
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float s = 0.5;
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float c = 0.8660254;
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float diagDist = s * p.x + c * p.y;
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return max(diagDist, p.x) / c;
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}
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float2 NearestHex(float s, float2 st)
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{
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float h = 0.5 * s;
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float r = 0.8660254 * s;
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float b = s + 2.0 * h;
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float a = 2.0 * r;
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float m = h / r;
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float2 sect = st / float2(2.0 * r, h + s);
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float2 sectPxl = fmod(st, float2(2.0 * r, h + s));
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float aSection = fmod(floor(sect.y), 2.0);
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float2 coord = floor(sect);
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if (aSection > 0.0)
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{
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if(sectPxl.y < (h - sectPxl.x * m))
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{
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coord -= 1.0;
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}
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else if(sectPxl.y < (-h + sectPxl.x * m))
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{
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coord.y -= 1.0;
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}
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}
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else
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{
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if(sectPxl.x > r)
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{
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if(sectPxl.y < (2.0 * h - sectPxl.x * m))
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{
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coord.y -= 1.0;
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}
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}
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else
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{
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if(sectPxl.y < (sectPxl.x * m))
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{
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coord.y -= 1.0;
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}
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else
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{
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coord.x -= 1.0;
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}
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}
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}
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float xoff = fmod(coord.y, 2.0) * r;
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return float2(coord.x * 2.0 * r - xoff, coord.y * (h + s)) + float2(r * 2.0, s);
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}
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float4 FragHex(VaryingsDefault i): SV_Target
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{
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float2 ratio = float2(_PixelRatio * _PixelScaleX, _PixelScaleY);
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float2 nearest = NearestHex(_PixelSize, i.texcoord * ratio);
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float4 finalColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, nearest / ratio);
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return finalColor;
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}
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float2 HexPixelizeUV(float2 hexIndex)
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{
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int i = hexIndex.x;
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int j = hexIndex.y;
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float2 r;
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r.x = i * _Params.x;
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r.y = j * _Params.y + (i % 2.0) * _Params.y / 2.0;
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return r;
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}
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//Solve index
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float2 HexIndex(float2 uv, float size)
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{
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float2 r;
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int it = int(floor(uv.x / size));
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float yts = uv.y - float(it % 2.0) * _Params.y / 2.0;
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int jt = int(floor((1.0 / _Params.y) * yts));
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float xt = uv.x - it * size;
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float yt = yts - jt * _Params.y;
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int deltaj = (yt > _Params.y / 2.0) ? 1 : 0;
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float fcond = size * (2.0 / 3.0) * abs(0.5 - yt / _Params.y);
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if (xt > fcond)
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{
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r.x = it;
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r.y = jt;
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}
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else
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{
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r.x = it - 1;
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r.y = jt - (r.x % 2) + deltaj;
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}
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return r;
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}
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ENDHLSL
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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 FragHex
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ENDHLSL
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}
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}
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}
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