-
Notifications
You must be signed in to change notification settings - Fork 678
/
Copy pathPixelizeDiamond.shader
68 lines (47 loc) · 1.67 KB
/
PixelizeDiamond.shader
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
//----------------------------------------------------------------------------------------------------------
// 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
}
}
}