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PixelizeHexagon.shader
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PixelizeHexagon.shader
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//----------------------------------------------------------------------------------------------------------
// X-PostProcessing Library
// https://github.com/QianMo/X-PostProcessing-Library
// Copyright (C) 2020 QianMo. All rights reserved.
// Licensed under the MIT License
// You may not use this file except in compliance with the License.You may obtain a copy of the License at
// http://opensource.org/licenses/MIT
//----------------------------------------------------------------------------------------------------------
//reference :
// 1. https://www.shadertoy.com/view/ls23Dc
// 2. http://coding-experiments.blogspot.nl/2010/06/pixelation.html
Shader "Hidden/X-PostProcessing/PixelizeHexagon"
{
HLSLINCLUDE
#include "../../../Shaders/StdLib.hlsl"
#include "../../../Shaders/XPostProcessing.hlsl"
half4 _Params;
#define _PixelSize _Params.x
#define _PixelRatio _Params.y
#define _PixelScaleX _Params.z
#define _PixelScaleY _Params.w
float HexDist(float2 a, float2 b)
{
float2 p = abs(b - a);
float s = 0.5;
float c = 0.8660254;
float diagDist = s * p.x + c * p.y;
return max(diagDist, p.x) / c;
}
float2 NearestHex(float s, float2 st)
{
float h = 0.5 * s;
float r = 0.8660254 * s;
float b = s + 2.0 * h;
float a = 2.0 * r;
float m = h / r;
float2 sect = st / float2(2.0 * r, h + s);
float2 sectPxl = fmod(st, float2(2.0 * r, h + s));
float aSection = fmod(floor(sect.y), 2.0);
float2 coord = floor(sect);
if (aSection > 0.0)
{
if(sectPxl.y < (h - sectPxl.x * m))
{
coord -= 1.0;
}
else if(sectPxl.y < (-h + sectPxl.x * m))
{
coord.y -= 1.0;
}
}
else
{
if(sectPxl.x > r)
{
if(sectPxl.y < (2.0 * h - sectPxl.x * m))
{
coord.y -= 1.0;
}
}
else
{
if(sectPxl.y < (sectPxl.x * m))
{
coord.y -= 1.0;
}
else
{
coord.x -= 1.0;
}
}
}
float xoff = fmod(coord.y, 2.0) * r;
return float2(coord.x * 2.0 * r - xoff, coord.y * (h + s)) + float2(r * 2.0, s);
}
float4 FragHex(VaryingsDefault i): SV_Target
{
float2 ratio = float2(_PixelRatio * _PixelScaleX, _PixelScaleY);
float2 nearest = NearestHex(_PixelSize, i.texcoord * ratio);
float4 finalColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, nearest / ratio);
return finalColor;
}
float2 HexPixelizeUV(float2 hexIndex)
{
int i = hexIndex.x;
int j = hexIndex.y;
float2 r;
r.x = i * _Params.x;
r.y = j * _Params.y + (i % 2.0) * _Params.y / 2.0;
return r;
}
//Solve index
float2 HexIndex(float2 uv, float size)
{
float2 r;
int it = int(floor(uv.x / size));
float yts = uv.y - float(it % 2.0) * _Params.y / 2.0;
int jt = int(floor((1.0 / _Params.y) * yts));
float xt = uv.x - it * size;
float yt = yts - jt * _Params.y;
int deltaj = (yt > _Params.y / 2.0) ? 1 : 0;
float fcond = size * (2.0 / 3.0) * abs(0.5 - yt / _Params.y);
if (xt > fcond)
{
r.x = it;
r.y = jt;
}
else
{
r.x = it - 1;
r.y = jt - (r.x % 2) + deltaj;
}
return r;
}
ENDHLSL
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass
{
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment FragHex
ENDHLSL
}
}
}