HeavenStudioPlus/Assets/X-PostProcessing/Effects/GlitchDigitalStripe/Shader/GlitchDigitalStripe.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
//----------------------------------------------------------------------------------------------------------
//reference : https://github.com/keijiro/KinoGlitch
Shader "Hidden/X-PostProcessing/Glitch/DigitalStripe"
{
HLSLINCLUDE
#include "../../../Shaders/XPostProcessing.hlsl"
#pragma shader_feature NEED_TRASH_FRAME
TEXTURE2D_SAMPLER2D(_NoiseTex, sampler_NoiseTex);
uniform half _Indensity;
uniform half4 _StripColorAdjustColor;
uniform half _StripColorAdjustIndensity;
half4 Frag(VaryingsDefault i): SV_Target
{
// 基础数据准备
half4 stripNoise = SAMPLE_TEXTURE2D(_NoiseTex, sampler_NoiseTex, i.texcoord);
half threshold = 1.001 - _Indensity * 1.001;
// uv偏移
half uvShift = step(threshold, pow(abs(stripNoise.x), 3));
float2 uv = frac(i.texcoord + stripNoise.yz * uvShift);
half4 source = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv);
#ifndef NEED_TRASH_FRAME
return source;
#endif
// 基于废弃帧插值
half stripIndensity = step(threshold, pow(abs(stripNoise.w), 3)) * _StripColorAdjustIndensity;
half3 color = lerp(source, _StripColorAdjustColor, stripIndensity).rgb;
return float4(color, source.a);
}
ENDHLSL
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass
{
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment Frag
ENDHLSL
}
}
}