60 lines
1.6 KiB
Plaintext
60 lines
1.6 KiB
Plaintext
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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/PixelizeQuad"
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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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#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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float2 RectPixelizeUV( half2 uv)
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{
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float pixelScale = 1.0 / _PixelSize;
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// Divide by the scaling factor, round up, and multiply by the scaling factor to get the segmented UV
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float2 coord = half2(pixelScale * _PixelScaleX * floor(uv.x / (pixelScale *_PixelScaleX)), (pixelScale * _PixelRatio *_PixelScaleY) * floor(uv.y / (pixelScale *_PixelRatio * _PixelScaleY)));
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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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float2 uv = RectPixelizeUV(i.texcoord);
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float4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv);
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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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