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테스트
테스트
사전지식
- 블러 원리
- texcoord, texel, uv좌표
- 타일링
- round, ceil, floor함수
Pixelate PostProcessing
float2 uv = round(i.uv * _Pixelate) / _Pixelate
float4 col = tex2D(_MainTex, uv);
return col;
float uvX = round(i.uv.x * _PixelateX) / _PixelateX;
float uvY = round(i.uv.y * _PixelateY) / _PixelateY;
//case1
fixed4 c = tex2D (_MainTex, round(IN.uv_MainTex*10) / 10); //uv좌표를 10등분
o.Emission = c;
o.Alpha = c.a;
//case2
fixed4 c = tex2D (_MainTex, floor(IN.uv_MainTex*_Tilling) / _Tilling); //uv좌표를 Tiliing값 등분을 한다.
o.Emission = c;
o.Alpha = c.a;
https://blog.naver.com/plasticbag0
https://blog.naver.com/mo_n23/221467689321
https://chulin28ho.tistory.com/333
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