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73 行
1.4 KiB

Shader "Hidden/VFXToolbox/ImageSequencer/Resize"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_KernelAndSize("_KernelAndSize", Vector) = (1.0,1.0,1.0,1.0)
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#define MAX_KERNEL_SAMPLES 16
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _KernelAndSize;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float2 ratio = _KernelAndSize.xy;
float2 outSize = _KernelAndSize.zw;
float2 inSize = ratio * outSize;
float2 kernelSize = 1.0f / outSize;
float2 texcoord = i.uv;
int NUM_U = (int)ceil(ratio.x);
int NUM_V = (int)ceil(ratio.y);
float4 c = float4(0, 0, 0, 0);
for (int i = 0; i < NUM_U; i++)
for (int j = 0; j < NUM_V; j++)
{
float2 offset = float2((float)(i+1) / (NUM_U+1),(float)(j+1) / (NUM_V+1))-0.5f;
float2 samplePos = texcoord + (kernelSize * offset);
c += tex2Dlod(_MainTex, float4(samplePos, 0, 0));
}
c /= (NUM_U * NUM_V);
return c;
}
ENDCG
}
}
}