HeavenStudioPlus/Assets/X-PostProcessing/Effects/GlitchScreenJump/Shader/GlitchScreenJump.shader

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//----------------------------------------------------------------------------------------------------------
// X-PostProcessing Library
// https://github.com/QianMo/X-PostProcessing-Library
// Copyright (C) 2020 QianMo. All rights reserved.
// Licensed under the MIT License
// You may not use this file except in compliance with the License.You may obtain a copy of the License at
// http://opensource.org/licenses/MIT
//----------------------------------------------------------------------------------------------------------
Shader "Hidden/X-PostProcessing/Glitch/ScreenJump"
{
HLSLINCLUDE
#include "../../../Shaders/StdLib.hlsl"
#include "../../../Shaders/XPostProcessing.hlsl"
uniform half2 _Params; // x: indensity , y : time
#define _JumpIndensity _Params.x
#define _JumpTime _Params.y
half4 Frag_Horizontal(VaryingsDefault i): SV_Target
{
float jump = lerp(i.texcoord.x, frac(i.texcoord.x + _JumpTime), _JumpIndensity);
half4 sceneColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, frac(float2(jump, i.texcoord.y)));
return sceneColor;
}
half4 Frag_Vertical(VaryingsDefault i): SV_Target
{
float jump = lerp(i.texcoord.y, frac(i.texcoord.y + _JumpTime), _JumpIndensity);
half4 sceneColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, frac(float2(i.texcoord.x, jump)));
return sceneColor;
}
ENDHLSL
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass
{
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment Frag_Horizontal
ENDHLSL
}
Pass
{
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment Frag_Vertical
ENDHLSL
}
}
}