mirror of
https://github.com/RHeavenStudio/HeavenStudio.git
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Retro VFX! (also airboarder works now) (#780)
* Super Retro VFX! * Updated Screen Jump default * also airboarder works now --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
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8
Assets/X-PostProcessing/Effects/PixelizeLed/Editor.meta
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Assets/X-PostProcessing/Effects/PixelizeLed/Editor.meta
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//----------------------------------------------------------------------------------------------------------
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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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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEditor;
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using UnityEditor.Rendering.PostProcessing;
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using UnityEngine.Rendering.PostProcessing;
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namespace XPostProcessing
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{
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[PostProcessEditor(typeof(PixelizeLed))]
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public sealed class PixelizeLedEditor : PostProcessEffectEditor<PixelizeLed>
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{
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SerializedParameterOverride pixelSize;
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SerializedParameterOverride useAutoScreenRatio;
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SerializedParameterOverride pixelRatio;
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SerializedParameterOverride BackgroundColor;
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SerializedParameterOverride ledRadius;
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public override void OnEnable()
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{
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pixelSize = FindParameterOverride(x => x.pixelSize);
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ledRadius = FindParameterOverride(x => x.ledRadius);
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useAutoScreenRatio = FindParameterOverride(x => x.useAutoScreenRatio);
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pixelRatio = FindParameterOverride(x => x.pixelRatio);
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BackgroundColor = FindParameterOverride(x => x.BackgroundColor);
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}
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public override string GetDisplayTitle()
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{
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return XPostProcessingEditorUtility.DISPLAY_TITLE_PREFIX + base.GetDisplayTitle();
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}
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public override void OnInspectorGUI()
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{
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EditorUtilities.DrawHeaderLabel("Core Property");
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PropertyField(pixelSize);
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PropertyField(ledRadius);
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PropertyField(useAutoScreenRatio);
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if (useAutoScreenRatio.value.boolValue == false)
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{
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PropertyField(pixelRatio);
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}
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EditorUtilities.DrawHeaderLabel("Pixel Scale");
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PropertyField(BackgroundColor);
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}
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}
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}
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fileFormatVersion: 2
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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89
Assets/X-PostProcessing/Effects/PixelizeLed/PixelizeLed.cs
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Assets/X-PostProcessing/Effects/PixelizeLed/PixelizeLed.cs
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//----------------------------------------------------------------------------------------------------------
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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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using System;
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.PostProcessing;
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namespace XPostProcessing
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{
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[Serializable]
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[PostProcess(typeof(PixelizeLedV2Renderer), PostProcessEvent.BeforeStack, "X-PostProcessing/Pixelize/PixelizeLed")]
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public class PixelizeLed : PostProcessEffectSettings
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{
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[Range(0.01f, 1.0f)]
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public FloatParameter pixelSize = new FloatParameter { value = 0.5f };
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[Range(0.01f, 1.0f)]
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public FloatParameter ledRadius = new FloatParameter { value = 1.0f };
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[ColorUsageAttribute(true, true, 0f, 20f, 0.125f, 3f)]
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public ColorParameter BackgroundColor = new ColorParameter { value = new Color(0.0f, 0.0f, 0.0f) };
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public BoolParameter useAutoScreenRatio = new BoolParameter { value = true };
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[Range(0.2f, 5.0f)]
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public FloatParameter pixelRatio = new FloatParameter { value = 1f };
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}
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public sealed class PixelizeLedV2Renderer : PostProcessEffectRenderer<PixelizeLed>
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{
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private const string PROFILER_TAG = "X-PixelizeLed";
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private Shader shader;
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public override void Init()
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{
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shader = Shader.Find("Hidden/X-PostProcessing/PixelizeLed");
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}
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public override void Release()
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{
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base.Release();
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}
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static class ShaderIDs
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{
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internal static readonly int Params = Shader.PropertyToID("_Params");
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internal static readonly int BackgroundColor = Shader.PropertyToID("_BackgroundColor");
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}
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public override void Render(PostProcessRenderContext context)
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{
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CommandBuffer cmd = context.command;
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PropertySheet sheet = context.propertySheets.Get(shader);
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cmd.BeginSample(PROFILER_TAG);
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float size = (1.01f - settings.pixelSize) * 300f;
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float ratio = settings.pixelRatio;
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if (settings.useAutoScreenRatio)
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{
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ratio = (float)(context.width / (float)context.height);
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if (ratio == 0)
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{
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ratio = 1f;
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}
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}
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sheet.properties.SetVector(ShaderIDs.Params, new Vector4(size, ratio, settings.ledRadius));
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sheet.properties.SetColor(ShaderIDs.BackgroundColor, settings.BackgroundColor);
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cmd.BlitFullscreenTriangle(context.source, context.destination, sheet, 0);
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cmd.EndSample(PROFILER_TAG);
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}
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}
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}
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18
Assets/X-PostProcessing/Effects/PixelizeLed/README.md
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Assets/X-PostProcessing/Effects/PixelizeLed/README.md
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# Pixelize Led
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## Source Code List
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- [Shader Code](Shader/PixelizeLed.shader)
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- [C# Code](PixelizeLed.cs)
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- [Editor Code](Editor/PixelizeLedEditor.cs)
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## Property
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## Gallery
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8
Assets/X-PostProcessing/Effects/PixelizeLed/Shader.meta
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Assets/X-PostProcessing/Effects/PixelizeLed/Shader.meta
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//----------------------------------------------------------------------------------------------------------
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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/PixelizeLed"
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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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half4 _BackgroundColor;
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#define _PixelSize _Params.x
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#define _PixelRatio _Params.y
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#define _LedRadius _Params.z
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float2 RectPixelizeUV(half2 uv)
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{
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float pixelScale = 1.0 / _PixelSize;
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//除以缩放系数,在向上取整,再乘以缩放系数,得到分段UV
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float2 coord = half2(pixelScale * floor(uv.x / (pixelScale)), (pixelScale * _PixelRatio ) * floor(uv.y / (pixelScale *_PixelRatio)));
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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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// 实现矩形像素效果
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float2 uv = RectPixelizeUV(i.texcoord);
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float4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv);
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// 计算矩形像素坐标
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half2 coord = i.texcoord * half2(_PixelSize, _PixelSize / _PixelRatio);
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// 横纵坐标强度渐变
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half ledX = abs(sin(coord.x * 3.1415)) * 1.5;
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half ledY = abs(sin(coord.y * 3.1415)) * 1.5;
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// 求解LedValue
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half ledValue = ledX * ledY;
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// led半径校正
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half radius = step(ledValue, _LedRadius);
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//最终颜色 = 基础led颜色 + 渐变led颜色 + 背景颜色
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color = ((1 - radius) * color) + ((color * ledValue) * radius) + radius * (1- ledValue)* _BackgroundColor;
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return color;
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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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