同步-后处理调整
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@@ -23,15 +23,14 @@ Shader "Hidden/Custom/Pixelate"
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half4 Frag(Varyings input) : SV_Target
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{
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float2 uv = input.texcoord;
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float2 strength = float2(_PixelateStrengthX, _PixelateStrengthY);
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// 防止除数为0的极小可能崩溃
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strength = max(strength, float2(1.0, 1.0));
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float2 resolutionRatio = saturate(float2(_PixelateStrengthX, _PixelateStrengthY));
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// 使用当前渲染目标分辨率,而不是设备固定分辨率,兼容动态分辨率和渲染缩放。
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float2 targetResolution = max(floor(_ScreenParams.xy * resolutionRatio), float2(1.0, 1.0));
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float2 uvScaled = uv * strength;
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float2 uvScaled = uv * targetResolution;
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float2 uvFloor = floor(uvScaled);
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float2 uvCenter = uvFloor + 0.5;
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float2 uvPixelated = uvCenter / strength;
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float2 uvPixelated = uvCenter / targetResolution;
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// Blitter框架将自动把 SourceTexture 注入为 _BlitTexture
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return SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uvPixelated);
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