wip visual #learningstuff

This commit is contained in:
Jean Lamarre 2022-10-28 14:41:09 -04:00
parent 4f049341ae
commit 3dc83774af
14 changed files with 456 additions and 38 deletions

131
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title: URP Empty Template
sections:
- heading: Welcome to the Universal Render Pipeline
text: This template includes the settings and assets you need to start creating with the Universal Render Pipeline.
linkText:
url:
- heading: URP Documentation
text:
linkText: Read more about URP
url: https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest
- heading: Forums
text:
linkText: Get answers and support
url: https://forum.unity.com/forums/universal-render-pipeline.383/
- heading: Report bugs
text:
linkText: Submit a report
url: https://unity3d.com/unity/qa/bug-reporting
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using UnityEngine;
using UnityEngine.Serialization;
namespace Visual
{
/// <summary>
/// https://luka712.github.io/2018/07/01/Pixelate-it-Shadertoy-Unity/#:~:text=First%20I%E2%80%99m%20going%20to%20create%20script%20for%20loading%20shader.
/// </summary>
[ExecuteInEditMode]
public class RetroPostProcess : MonoBehaviour
{
[FormerlySerializedAs("cellSize")] [SerializeField]
private Vector2 m_CellSize = new Vector2(4, 4);
private Material _material;
private static readonly int ScreenWidth = Shader.PropertyToID("_ScreenWidth");
private static readonly int ScreenHeight = Shader.PropertyToID("_ScreenHeight");
private static readonly int CellSizeX = Shader.PropertyToID("_CellSizeX");
private static readonly int CellSizeY = Shader.PropertyToID("_CellSizeY");
private void Awake()
{
_material = new Material(Shader.Find("Retroed"));
}
private void OnRenderImage(RenderTexture source, RenderTexture destination)
{
_material.SetFloat(ScreenWidth, Screen.width);
_material.SetFloat(ScreenHeight, Screen.height);
_material.SetFloat(CellSizeX, m_CellSize.x);
_material.SetFloat(CellSizeY, m_CellSize.y);
Graphics.Blit(source, destination, _material);
}
}
}

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Shader "Retroed"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_ScreenWidth("screen width", float) = 320.0
_ScreenHeight("screen height", float) = 240.0
_CellSizeX("size of x cell", float) = 4.0
_CellSizeY("size of y cell", float) = 4.0
}
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 = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
float _ScreenWidth;
float _ScreenHeight;
float _CellSizeX;
float _CellSizeY;
fixed4 frag(v2f i) : SV_Target
{
float2 uv = i.uv;
float pixelX = _ScreenWidth / _CellSizeX;
float pixelY = _ScreenHeight / _CellSizeY;
return tex2D(_MainTex, float2(floor(pixelX * uv.x) / pixelX, floor(pixelY * uv.y) / pixelY));
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ENDCG
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