religion/Assets/Shader/像素化/pixelStyle.shader

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Squashed commit of the following: commit 994279b09e8676155176aecbcd43f13ab90f2c92 Author: SAIPO <grasste0403@hotmail.com> Date: Mon Nov 29 23:59:44 2021 +0800 任务:编写效果Shader 1.增加了通过高斯模糊公式实现的高斯模糊shader(建议用在背景层,让画面有一些景深感觉) 2.增加了像素化的shader,通过在片元着色器上的uv合并,可以使贴图变为像素风格 3.增加了闪光划过的shader commit 271e45aeb97212640573a9faf71483cece293043 Author: SAIPO <grasste0403@hotmail.com> Date: Mon Nov 29 23:09:30 2021 +0800 11.29合并分支 commit dfa618fabaf36626e1b92e7ab34c87d497bcdeb3 Author: SAIPO <grasste0403@hotmail.com> Date: Sat Nov 27 13:42:16 2021 +0800 合并分支 commit de8d79b73e560814ff9fc8a0c3418009682c5ef8 Author: SAIPO <grasste0403@hotmail.com> Date: Tue Nov 23 21:25:44 2021 +0800 任务:搭建Mysql数据库相关框架 1.完成Mysql动态链接库的导入 2.实现基本的服务器连接数据框架 3.实现Sql语句查询框架 # Conflicts: # Assets/Behavior Designer/Resources/BehaviorDesignerGlobalVariables.asset.meta # Assets/Demigiant/DOTween/Editor.meta # Assets/Fungus/Integrations/Playmaker/Fungus-PlayMaker.unitypackage.meta # Assets/Fungus/Integrations/Spine/Fungus-Spine.unitypackage.meta # Assets/Plugins/Sirenix/Demos/Custom Attribute Processors.unitypackage.meta # Assets/Plugins/Sirenix/Demos/Custom Drawers.unitypackage.meta # Assets/Plugins/Sirenix/Demos/Editor Windows.unitypackage.meta # Assets/Plugins/Sirenix/Demos/Sample - RPG Editor.unitypackage.meta # Assets/Shader.meta # Assets/Shader/像素化.meta
2021-11-30 00:50:39 +08:00
Shader "Unlit/pixelStyle"
{
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Properties
{
_MainTex("Texture", 2D) = "white" {}
_PixelSize("Pixel Size", Range(1,256)) = 64 //转化后的像素大小
}
SubShader
{
Tags { "RenderType"="Opaque" }
Blend SrcAlpha OneMinusSrcAlpha
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _PixelSize;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col;
float ratioX = (int)(i.uv.x * _PixelSize) / _PixelSize;
float ratioY = (int)(i.uv.y * _PixelSize) / _PixelSize;
col = tex2D(_MainTex, float2(ratioX, ratioY));
if (col.a < 0.5)
{
col.a = 0;
}
return col;
}
ENDCG
}
}
}