mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-13 21:25:09 +00:00
100 lines
4.2 KiB
Text
100 lines
4.2 KiB
Text
|
Shader "Hidden/Custom/CRT"
|
||
|
{
|
||
|
SubShader
|
||
|
{
|
||
|
Cull Off ZWrite Off ZTest Always
|
||
|
|
||
|
Pass
|
||
|
{
|
||
|
HLSLPROGRAM
|
||
|
|
||
|
const float PI = 3.14159265;
|
||
|
|
||
|
#pragma vertex VertDefault
|
||
|
#pragma fragment Frag
|
||
|
|
||
|
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl"
|
||
|
|
||
|
float rand(float2 st) {
|
||
|
return frac(sin(dot(st.xy, float2(12.9898, 78.233))) * 43758.5453);
|
||
|
}
|
||
|
float2 random2(float2 st){
|
||
|
st = float2( dot(st,float2(127.1,311.7)),
|
||
|
dot(st,float2(269.5,183.3)) );
|
||
|
return -1.0 + 2.0*frac(sin(st)*43758.5453123);
|
||
|
}
|
||
|
float perlinNoise(float2 st)
|
||
|
{
|
||
|
float2 p = floor(st);
|
||
|
float2 f = frac(st);
|
||
|
float2 u = f*f*(3.0-2.0*f);
|
||
|
|
||
|
float v00 = random2(p+float2(0,0));
|
||
|
float v10 = random2(p+float2(1,0));
|
||
|
float v01 = random2(p+float2(0,1));
|
||
|
float v11 = random2(p+float2(1,1));
|
||
|
|
||
|
return lerp( lerp( dot( v00, f - float2(0,0) ), dot( v10, f - float2(1,0) ), u.x ),
|
||
|
lerp( dot( v01, f - float2(0,1) ), dot( v11, f - float2(1,1) ), u.x ),
|
||
|
u.y)+0.5f;
|
||
|
}
|
||
|
|
||
|
TEXTURE2D_SAMPLER2D(_MainTex, sampler_MainTex);
|
||
|
|
||
|
float _Distort;
|
||
|
float _ScreenWidth;
|
||
|
float _ScreenHeight;
|
||
|
float _RGBBlend;
|
||
|
float _BottomCollapse;
|
||
|
float _NoiseAmount;
|
||
|
|
||
|
float4 Frag(VaryingsDefault i) : SV_Target
|
||
|
{
|
||
|
//レンズ歪み
|
||
|
float2 distcoord = i.texcoord;
|
||
|
distcoord -= 0.5;
|
||
|
distcoord /= 1 - length(distcoord) * _Distort;
|
||
|
distcoord += 0.5;
|
||
|
|
||
|
//画面のズレ
|
||
|
float2 linecoord = distcoord;
|
||
|
//linecoord.x += (sin(_Time.r * 1.5 + linecoord.y * 0.7) > 0.9) * 0.05;
|
||
|
float linedistsin = sin(_Time.g + linecoord.y * 2 * PI);
|
||
|
float linedistwidth = 0.995;
|
||
|
linecoord.x += (linedistsin > linedistwidth) * (linedistsin - linedistwidth);
|
||
|
linecoord.x += (sin(_Time.a * 100 + linecoord.y * 10)) * 0.0005;
|
||
|
|
||
|
//下部の圧縮された部分
|
||
|
linecoord.x -= (linecoord.y < _BottomCollapse) * rand(float2(_Time.a,linecoord.y)) * 0.1;
|
||
|
linecoord.y = linecoord.y < _BottomCollapse ? linecoord.y * (1 / _BottomCollapse) : linecoord.y;
|
||
|
|
||
|
//rgbずれ
|
||
|
float4 color;
|
||
|
color.r = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, linecoord + float2(0.002,0)).r ;
|
||
|
color.g = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, linecoord + float2(0,0)).g;
|
||
|
color.b = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, linecoord + float2(-0.002,0)).b;
|
||
|
|
||
|
//下部のノイズ
|
||
|
float noisevalue = perlinNoise(linecoord * float2(5,500) + rand(_Time) + _Time.ba);
|
||
|
float noiseCrit = (1 - _NoiseAmount) + max(linecoord.y - _BottomCollapse, linecoord.y < _BottomCollapse) * 2;
|
||
|
color.r = (noisevalue > noiseCrit) ? rand(linecoord + float2(0,1)) : color.r;
|
||
|
color.g = (noisevalue > noiseCrit) ? rand(linecoord + float2(1,2)) : color.g;
|
||
|
color.b = (noisevalue > noiseCrit) ? rand(linecoord + float2(3,4)) : color.b;
|
||
|
|
||
|
//rgb配列
|
||
|
float rgbmod = fmod((i.texcoord.x) * _ScreenWidth, 3);
|
||
|
color.r *= max(rgbmod < 1, _RGBBlend);
|
||
|
color.g *= max(1 < rgbmod && rgbmod < 2, _RGBBlend);
|
||
|
color.b *= max(2 < rgbmod, _RGBBlend);
|
||
|
|
||
|
rgbmod = fmod((i.texcoord.y) * _ScreenHeight, 4);
|
||
|
color.rgb *= rgbmod >= 1;
|
||
|
|
||
|
//レンズ歪みの外側
|
||
|
color.rgb *= 1 - (distcoord.x < 0 || distcoord.x > 1 || distcoord.y < 0 || distcoord.y > 1);
|
||
|
return color;
|
||
|
}
|
||
|
ENDHLSL
|
||
|
}
|
||
|
}
|
||
|
}
|