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Commit 4896596

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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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@@ -220,7 +220,7 @@ Split后处理特效,以满足不同情形下RGB颜色抖动风格的需要。
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对于基础版本的实现,第一步,基于uv和噪声函数生成方格块。可以使用floor方法(对输入参数向下取整)以及低成本的噪声生成函数randomNoise进行实现,代码仅需一句:
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half2 block = randomNoise(floor(i.texcoord * _BlockSize));
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half2 block = randomNoise(floor(i.texcoord * _BlockSize));
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基于这句代码可以生成随机强度的均匀Block图块:
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@@ -240,11 +240,11 @@ 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,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;
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half ColorB = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord - float2(displaceNoise * 0.05 * randomNoise(13.0), 0.0)).b;
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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;
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half ColorB = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord - float2(displaceNoise * 0.05 * randomNoise(13.0), 0.0)).b;
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return half4(ColorR, ColorG, ColorB, 1.0);
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return half4(ColorR, ColorG, ColorB, 1.0);
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可以得到如下基础的错位图块故障(Image Block Glitch)的渲染表现:

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