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