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  • Unity3D Shader 马赛克后期效果

    //效果图

    //Shader代码

    Shader "Hidden/Mosaic"
    {
        Properties
        {
            _MainTex ("Texture", 2D) = "white" {}
            _TileSize("Tile Size", Range(0.001,1)) = 0.05
        }
        SubShader
        {
            // No culling or depth
            Cull Off ZWrite Off ZTest Always
    
            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;
                };
    
                v2f vert (appdata v)
                {
                    v2f o;
                    o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
                    o.uv = v.uv;
                    return o;
                }
                
                sampler2D _MainTex;
                fixed _TileSize;
    
                fixed4 frag (v2f i) : SV_Target
                {                
                    i.uv.x = ceil(i.uv.x/_TileSize)*_TileSize;
                    i.uv.y = ceil(i.uv.y/_TileSize)*_TileSize;
                    fixed4 col = tex2D(_MainTex, i.uv);
                    return col;
                }
                ENDCG
            }
        }
    }
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  • 原文地址:https://www.cnblogs.com/mrblue/p/7733080.html
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