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Commit 40d915f

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修订文章 《高品质后处理:十种故障艺术(Glitch Art)算法的总结与实现》
修订文章 《高品质后处理:十种故障艺术(Glitch Art)算法的总结与实现》
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‎Content/高品质后处理:十种故障艺术(Glitch Art)算法的总结与实现/README.md‎

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@@ -238,7 +238,7 @@ half displaceNoise = pow(block.x, 8.0) * pow(block.x, 3.0);
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第三步,将经过强度二次筛选的Block图块强度值,作为噪声强度的系数,二次分别对G和B颜色通道进行采样。实现如下:
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第三步,将经过强度二次筛选的Block图块强度值,作为噪声强度的系数,分别对G和B颜色通道进行采样。实现如下:
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half ColorR = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord).r;
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half ColorG = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord + float2(displaceNoise * 0.05 * randomNoise(7.0), 0.0)).g;
@@ -428,6 +428,10 @@ float uv_randomTrunc = 6.0 * trunc(_TimeX, 24.0 * uv_trunc);
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![](media/4b96ce25c89d300d3bb7245bd8af2eec.gif)
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除了水平方向的Line Block,竖直方向的表现也独具特色:
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![](media/921033407f4f0713f0d65926908dd8fd.gif)
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当然,也可以将上述渲染效果与原始场景图进行插值混合,得到不同强度的渲染表现。
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XPL中实现的错位线条故障(Line Block Glitch)后处理,有7个可供定制调节的参数:
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