mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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78 lines
1.7 KiB
Text
78 lines
1.7 KiB
Text
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//----------------------------------------------------------------------------------------------------------
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// X-PostProcessing Library
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// https://github.com/QianMo/X-PostProcessing-Library
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// Copyright (C) 2020 QianMo. All rights reserved.
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// Licensed under the MIT License
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// You may not use this file except in compliance with the License.You may obtain a copy of the License at
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// http://opensource.org/licenses/MIT
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//----------------------------------------------------------------------------------------------------------
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Shader "Hidden/X-PostProcessing/Glitch/ScreenShake"
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{
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HLSLINCLUDE
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#include "../../../Shaders/StdLib.hlsl"
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#include "../../../Shaders/XPostProcessing.hlsl"
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uniform half _ScreenShake;
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float randomNoise(float x, float y)
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{
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return frac(sin(dot(float2(x, y), float2(127.1, 311.7))) * 43758.5453);
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}
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half4 Frag_Horizontal(VaryingsDefault i): SV_Target
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{
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float shake = (randomNoise(_Time.x, 2) - 0.5) * _ScreenShake;
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half4 sceneColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, frac(float2(i.texcoord.x + shake, i.texcoord.y)));
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return sceneColor;
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}
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half4 Frag_Vertical(VaryingsDefault i): SV_Target
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{
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float shake = (randomNoise(_Time.x, 2) - 0.5) * _ScreenShake;
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half4 sceneColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, frac(float2(i.texcoord.x, i.texcoord.y + shake)));
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return sceneColor;
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}
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ENDHLSL
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SubShader
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{
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Cull Off ZWrite Off ZTest Always
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Pass
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{
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HLSLPROGRAM
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#pragma vertex VertDefault
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#pragma fragment Frag_Horizontal
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ENDHLSL
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}
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Pass
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{
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HLSLPROGRAM
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#pragma vertex VertDefault
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#pragma fragment Frag_Vertical
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ENDHLSL
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}
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}
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}
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