mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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124 lines
3.4 KiB
Text
124 lines
3.4 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/RGBSplitV2"
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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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uniform half3 _Params;
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#define _TimeX _Params.x
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#define _Amount _Params.y
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#define _Amplitude _Params.z
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half4 Frag_Horizontal(VaryingsDefault i): SV_Target
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{
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float splitAmout = (1.0 + sin(_TimeX * 6.0)) * 0.5;
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splitAmout *= 1.0 + sin(_TimeX * 16.0) * 0.5;
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splitAmout *= 1.0 + sin(_TimeX * 19.0) * 0.5;
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splitAmout *= 1.0 + sin(_TimeX * 27.0) * 0.5;
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splitAmout = pow(splitAmout, _Amplitude);
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splitAmout *= (0.05 * _Amount);
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half3 finalColor;
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finalColor.r = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, fixed2(i.texcoord.x + splitAmout, i.texcoord.y)).r;
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finalColor.g = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord).g;
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finalColor.b = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, fixed2(i.texcoord.x - splitAmout, i.texcoord.y)).b;
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finalColor *= (1.0 - splitAmout * 0.5);
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return half4(finalColor, 1.0);
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}
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half4 Frag_Vertical(VaryingsDefault i): SV_Target
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{
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float splitAmout = (1.0 + sin(_TimeX * 6.0)) * 0.5;
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splitAmout *= 1.0 + sin(_TimeX * 16.0) * 0.5;
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splitAmout *= 1.0 + sin(_TimeX * 19.0) * 0.5;
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splitAmout *= 1.0 + sin(_TimeX * 27.0) * 0.5;
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splitAmout = pow(splitAmout, _Amplitude);
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splitAmout *= (0.05 * _Amount);
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half3 finalColor;
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finalColor.r = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, fixed2(i.texcoord.x , i.texcoord.y +splitAmout)).r;
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finalColor.g = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord).g;
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finalColor.b = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, fixed2(i.texcoord.x, i.texcoord.y - splitAmout)).b;
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finalColor *= (1.0 - splitAmout * 0.5);
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return half4(finalColor, 1.0);
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}
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half4 Frag_Vertical_Horizontal(VaryingsDefault i) : SV_Target
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{
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float splitAmout = (1.0 + sin(_TimeX * 6.0)) * 0.5;
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splitAmout *= 1.0 + sin(_TimeX * 16.0) * 0.5;
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splitAmout *= 1.0 + sin(_TimeX * 19.0) * 0.5;
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splitAmout *= 1.0 + sin(_TimeX * 27.0) * 0.5;
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splitAmout = pow(splitAmout, _Amplitude);
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splitAmout *= (0.05 * _Amount);
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half3 finalColor;
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finalColor.r = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, fixed2(i.texcoord.x+splitAmout, i.texcoord.y + splitAmout)).r;
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finalColor.g = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord).g;
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finalColor.b = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, fixed2(i.texcoord.x - splitAmout, i.texcoord.y + splitAmout)).b;
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finalColor *= (1.0 - splitAmout * 0.5);
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return half4(finalColor, 1.0);
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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_Vertical_Horizontal
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ENDHLSL
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}
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}
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}
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