unity-shader-example-pixelCharacter

buildin效果图

urp效果图

PixelCharacter.shader

PixelCharacter.shader
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Shader "HHF/Example/pixelCharacter"
{
Properties
{
_BaseColor("Base Color",color) = (1,1,1,1)
_BaseMap("BaseMap", 2D) = "white" {}
[IntRange]_PixelSize("PixelSize", range(1, 20)) = 2
[KeywordEnum(Grey, Color)]_PixelMode("PixelMode",int) = 0
}

SubShader
{
Tags { "Queue"="Geometry" "RenderType" = "Opaque" "IgnoreProjector" = "True" "RenderPipeline" = "UniversalPipeline"}

Pass
{
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma vertex vert
#pragma fragment frag
#pragma shader_feature _PIXELMODE_GREY _PIXELMODE_COLOR
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"

struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};

struct v2f
{
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
};

CBUFFER_START(UnityPerMaterial)
half4 _BaseColor;
float4 _BaseMap_ST;
half _PixelSize;
CBUFFER_END
TEXTURE2D (_BaseMap); SAMPLER(sampler_BaseMap);

// 颜色比较
// 判断当前uv的颜色是否要过滤
// @uv:采样数组的uv
// @col:比较的颜色
half ColorCompare(uint2 uv, half col)
{
uv %= 4;
float A4x4[16] = {
0,8,2,10,
12,4,14,6,
3,11,1,9,
15,7,13,5
};

half d = A4x4[uv.x * 4 + uv.y] / 15;
return step(d, col);
}

v2f vert(appdata v)
{
v2f o = (v2f)0;
o.positionCS = TransformObjectToHClip(v.vertex.xyz);
o.uv = TRANSFORM_TEX(v.uv, _BaseMap);
return o;
}

half4 frag(v2f i) : SV_Target
{
uint2 uv = (uint2)i.positionCS.xy ;

half4 baseMap = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, i.uv);
half4 oriColor = 1;

#if _PIXELMODE_GREY
// 灰度像素风
oriColor.rgb = dot(baseMap.rgb, half3(0.22, 0.707, 0.071));
#elif _PIXELMODE_COLOR
// 彩色像素风
oriColor.rgb = baseMap.rgb;
#endif

half r = ColorCompare(uv / _PixelSize, oriColor.r);
half g = ColorCompare(uv / _PixelSize, oriColor.g);
half b = ColorCompare(uv / _PixelSize, oriColor.b);
return half4(oriColor.r * r, oriColor.g * g, oriColor.b * b, 1) * _BaseColor;
}
ENDHLSL
}
}

SubShader
{
Tags { "RenderType"="Opaque" }

Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#pragma shader_feature _PIXELMODE_GREY _PIXELMODE_COLOR

#include "UnityCG.cginc"

struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};

struct v2f
{
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
};

half4 _BaseColor;
sampler2D _BaseMap; float4 _BaseMap_ST;
half _PixelSize;

// 颜色比较
// 判断当前uv的颜色是否要过滤
// @uv:采样数组的uv
// @col:比较的颜色
half ColorCompare(uint2 uv, half col)
{
uv %= 4;
float A4x4[16] = {
0,8,2,10,
12,4,14,6,
3,11,1,9,
15,7,13,5
};

half d = A4x4[uv.x * 4 + uv.y] / 15;
return step(d, col);
}

v2f vert(appdata v)
{
v2f o = (v2f)0;
o.positionCS = UnityObjectToClipPos(v.vertex.xyz);
o.uv = TRANSFORM_TEX(v.uv, _BaseMap);
return o;
}

half4 frag(v2f i) : SV_Target
{
uint2 uv = (uint2)i.positionCS.xy ;

half4 baseMap = tex2D(_BaseMap, i.uv);
half4 oriColor = 1;

#if _PIXELMODE_GREY
// 灰度像素风
oriColor.rgb = dot(baseMap.rgb, half3(0.22, 0.707, 0.071));
#elif _PIXELMODE_COLOR
// 彩色像素风
oriColor.rgb = baseMap.rgb;
#endif

half r = ColorCompare(uv / _PixelSize, oriColor.r);
half g = ColorCompare(uv / _PixelSize, oriColor.g);
half b = ColorCompare(uv / _PixelSize, oriColor.b);
return half4(oriColor.r * r, oriColor.g * g, oriColor.b * b, 1) * _BaseColor;
}
ENDCG
}
}
}