HeavenStudioPlus/Assets/X-PostProcessing/Effects/GlitchImageBlockV3/Shader/GlitchImageBlockV3.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/ImageBlockV3"
{
HLSLINCLUDE
#include "../../../Shaders/StdLib.hlsl"
#include "../../../Shaders/XPostProcessing.hlsl"
half3 _Params;
#define _Speed _Params.x
#define _BlockSize _Params.y
inline float randomNoise(float2 seed)
{
return frac(sin(dot(seed * floor(_Time.y * _Speed), float2(17.13, 3.71))) * 43758.5453123);
}
inline float randomNoise(float seed)
{
return rand(float2(seed, 1.0));
}
half4 Frag(VaryingsDefault i) : SV_Target
{
float2 block = randomNoise(floor(i.texcoord * _BlockSize));
float displaceNoise = pow(block.x, 8.0) * pow(block.x, 3.0);
half ColorR = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord).r;
half ColorG = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord + float2(displaceNoise * 0.05 * randomNoise(7.0), 0.0)).g;
half ColorB = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord - float2(displaceNoise * 0.05 * randomNoise(13.0), 0.0)).b;
return half4(ColorR, ColorG, ColorB, 1.0);
}
ENDHLSL
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass
{
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment Frag
ENDHLSL
}
}
}