mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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155 lines
4.1 KiB
Text
155 lines
4.1 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/RGBSplitV3"
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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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#pragma shader_feature USING_Frequency_INFINITE
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half3 _Params;
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#define _Frequency _Params.x
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#define _Amount _Params.y
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#define _Speed _Params.z
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float4 RGBSplit_Horizontal(float2 uv, float Amount, float time)
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{
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Amount *= 0.001;
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float3 splitAmountX = float3(uv.x, uv.x, uv.x);
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splitAmountX.r += sin(time * 0.2) * Amount;
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splitAmountX.g += sin(time * 0.1) * Amount;
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half4 splitColor = half4(0.0, 0.0, 0.0, 0.0);
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splitColor.r = (SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, float2(splitAmountX.r, uv.y)).rgb).x;
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splitColor.g = (SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, float2(splitAmountX.g, uv.y)).rgb).y;
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splitColor.b = (SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, float2(splitAmountX.b, uv.y)).rgb).z;
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splitColor.a = 1;
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return splitColor;
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}
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float4 RGBSplit_Vertical(float2 uv, float Amount, float time)
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{
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Amount *= 0.001;
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float3 splitAmountY = float3(uv.y, uv.y, uv.y);
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splitAmountY.r += sin(time * 0.2) * Amount;
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splitAmountY.g += sin(time * 0.1) * Amount;
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half4 splitColor = half4(0.0, 0.0, 0.0, 0.0);
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splitColor.r = (SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, float2(uv.x, splitAmountY.r)).rgb).x;
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splitColor.g = (SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, float2(uv.x, splitAmountY.g)).rgb).y;
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splitColor.b = (SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, float2(uv.x, splitAmountY.b)).rgb).z;
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splitColor.a = 1;
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return splitColor;
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}
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float4 RGBSplit_Horizontal_Vertical(float2 uv, float Amount, float time)
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{
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Amount *= 0.001;
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//float3 splitAmount = float3(uv.y, uv.y, uv.y);
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float splitAmountR= sin(time * 0.2) * Amount;
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float splitAmountG= sin(time * 0.1) * Amount;
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half4 splitColor = half4(0.0, 0.0, 0.0, 0.0);
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splitColor.r = (SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, float2(uv.x + splitAmountR,uv.y +splitAmountR)).rgb).x;
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splitColor.g = (SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, float2(uv.x , uv.y)).rgb).y;
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splitColor.b = (SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, float2(uv.x + splitAmountG, uv.y + splitAmountG)).rgb).z;
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splitColor.a = 1;
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return splitColor;
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}
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float4 Frag_Horizontal(VaryingsDefault i): SV_Target
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{
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half strength = 0;
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#if USING_Frequency_INFINITE
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strength = 1;
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#else
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strength = 0.5 + 0.5 *cos(_Time.y * _Frequency);
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#endif
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half3 color = RGBSplit_Horizontal(i.texcoord.xy, _Amount * strength, _Time.y * _Speed).rgb;
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return half4(color, 1);
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}
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float4 Frag_Vertical(VaryingsDefault i): SV_Target
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{
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half strength = 0;
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#if USING_Frequency_INFINITE
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strength = 1;
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#else
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strength = 0.5 + 0.5 *cos(_Time.y * _Frequency);
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#endif
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half3 color = RGBSplit_Vertical(i.texcoord.xy, _Amount * strength, _Time.y * _Speed).rgb;
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return half4(color, 1);
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}
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float4 Frag_Horizontal_Vertical(VaryingsDefault i) : SV_Target
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{
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half strength = 0;
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#if USING_Frequency_INFINITE
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strength = 1;
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#else
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strength = 0.5 + 0.5 *cos(_Time.y * _Frequency);
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#endif
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half3 color = RGBSplit_Horizontal_Vertical(i.texcoord.xy, _Amount * strength, _Time.y * _Speed).rgb;
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return half4(color, 1);
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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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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_Vertical
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ENDHLSL
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}
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}
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}
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