mirror of
https://github.com/RHeavenStudio/HeavenStudio.git
synced 2025-06-12 17:57:39 +02:00
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>
This commit is contained in:
@ -0,0 +1,75 @@
|
||||
//----------------------------------------------------------------------------------------------------------
|
||||
// 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/PixelizeLed"
|
||||
{
|
||||
SubShader
|
||||
{
|
||||
Cull Off ZWrite Off ZTest Always
|
||||
|
||||
Pass
|
||||
{
|
||||
HLSLPROGRAM
|
||||
|
||||
#pragma vertex VertDefault
|
||||
#pragma fragment Frag
|
||||
|
||||
#include "../../../Shaders/StdLib.hlsl"
|
||||
#include "../../../Shaders/XPostProcessing.hlsl"
|
||||
|
||||
|
||||
half4 _Params;
|
||||
half4 _BackgroundColor;
|
||||
|
||||
#define _PixelSize _Params.x
|
||||
#define _PixelRatio _Params.y
|
||||
#define _LedRadius _Params.z
|
||||
|
||||
float2 RectPixelizeUV(half2 uv)
|
||||
{
|
||||
float pixelScale = 1.0 / _PixelSize;
|
||||
//除以缩放系数,在向上取整,再乘以缩放系数,得到分段UV
|
||||
float2 coord = half2(pixelScale * floor(uv.x / (pixelScale)), (pixelScale * _PixelRatio ) * floor(uv.y / (pixelScale *_PixelRatio)));
|
||||
|
||||
return coord;
|
||||
}
|
||||
|
||||
|
||||
|
||||
float4 Frag(VaryingsDefault i) : SV_Target
|
||||
{
|
||||
|
||||
// 实现矩形像素效果
|
||||
float2 uv = RectPixelizeUV(i.texcoord);
|
||||
float4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv);
|
||||
|
||||
// 计算矩形像素坐标
|
||||
half2 coord = i.texcoord * half2(_PixelSize, _PixelSize / _PixelRatio);
|
||||
|
||||
// 横纵坐标强度渐变
|
||||
half ledX = abs(sin(coord.x * 3.1415)) * 1.5;
|
||||
half ledY = abs(sin(coord.y * 3.1415)) * 1.5;
|
||||
// 求解LedValue
|
||||
half ledValue = ledX * ledY;
|
||||
// led半径校正
|
||||
half radius = step(ledValue, _LedRadius);
|
||||
|
||||
//最终颜色 = 基础led颜色 + 渐变led颜色 + 背景颜色
|
||||
color = ((1 - radius) * color) + ((color * ledValue) * radius) + radius * (1- ledValue)* _BackgroundColor;
|
||||
|
||||
|
||||
return color;
|
||||
|
||||
}
|
||||
|
||||
ENDHLSL
|
||||
|
||||
}
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user