mirror of
https://github.com/RHeavenStudio/HeavenStudio.git
synced 2025-06-12 13:37:40 +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 +1,74 @@
|
||||
//----------------------------------------------------------------------------------------------------------
|
||||
// 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/PixelizeSector"
|
||||
{
|
||||
SubShader
|
||||
{
|
||||
Cull Off ZWrite Off ZTest Always
|
||||
|
||||
Pass
|
||||
{
|
||||
HLSLPROGRAM
|
||||
|
||||
#pragma vertex VertDefault
|
||||
#pragma fragment Frag
|
||||
|
||||
#include "../../../Shaders/StdLib.hlsl"
|
||||
#include "../../../Shaders/XPostProcessing.hlsl"
|
||||
|
||||
|
||||
|
||||
float4 _Params;
|
||||
float2 _Params2;
|
||||
half4 _BackgroundColor;
|
||||
|
||||
#define _PixelIntervalX _Params2.x
|
||||
#define _PixelIntervalY _Params2.y
|
||||
|
||||
|
||||
float4 SectorPixelize(float2 uv)
|
||||
{
|
||||
float pixelScale = 1.0 / _Params.x;
|
||||
|
||||
float ratio = _ScreenParams.y / _ScreenParams.x;
|
||||
uv.x = uv.x / ratio;
|
||||
|
||||
//x和y坐标分别除以缩放系数,在用floor向下取整,再乘以缩放系数,得到分段UV
|
||||
float2 coord = half2(_PixelIntervalX * floor(uv.x / (pixelScale * _PixelIntervalX)), (_PixelIntervalY)* floor(uv.y / (pixelScale * _PixelIntervalY)));
|
||||
|
||||
//设定扇形坐标
|
||||
float2 circleCenter = coord * pixelScale;
|
||||
|
||||
//计算当前uv值隔圆心的距离,并乘以缩放系数
|
||||
float dist = length(uv - circleCenter) * _Params.x;
|
||||
//圆心坐标乘以缩放系数
|
||||
circleCenter.x *= ratio;
|
||||
|
||||
//采样
|
||||
float4 screenColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, circleCenter);
|
||||
|
||||
//对于距离大于半径的像素,替换为背景色
|
||||
if (dist > _Params.z) screenColor = _BackgroundColor;
|
||||
|
||||
return screenColor;
|
||||
}
|
||||
|
||||
|
||||
|
||||
float4 Frag(VaryingsDefault i): SV_Target
|
||||
{
|
||||
return SectorPixelize(i.texcoord);
|
||||
}
|
||||
|
||||
ENDHLSL
|
||||
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0aea813750348874496f2226f14e3c8f
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Reference in New Issue
Block a user