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https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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71 lines
1.8 KiB
Text
71 lines
1.8 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/RGBSplitV5"
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{
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HLSLINCLUDE
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#include "../../../Shaders/XPostProcessing.hlsl"
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TEXTURE2D_SAMPLER2D(_NoiseTex, sampler_NoiseTex);
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uniform half2 _Params;
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#define _Amplitude _Params.x
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#define _Speed _Params.y
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inline float4 Pow4(float4 v, float p)
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{
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return float4(pow(v.x, p), pow(v.y, p), pow(v.z, p), v.w);
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}
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inline float4 Noise(float2 p)
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{
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return SAMPLE_TEXTURE2D(_NoiseTex, sampler_NoiseTex, p);
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}
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half4 Frag(VaryingsDefault i): SV_Target
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{
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float4 splitAmount = Pow4(Noise(float2(_Speed * _Time.y, 2.0 * _Speed * _Time.y / 25.0)), 8.0) * float4(_Amplitude, _Amplitude, _Amplitude, 1.0);
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splitAmount *= 2.0 * splitAmount.w - 1.0;
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half colorR = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, (i.texcoord.xy + float2(splitAmount.x, -splitAmount.y))).r;
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half colorG = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, (i.texcoord.xy + float2(splitAmount.y, -splitAmount.z))).g;
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half colorB = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, (i.texcoord.xy + float2(splitAmount.z, -splitAmount.x))).b;
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half3 finalColor = half3(colorR, colorG, colorB);
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return half4(finalColor,1);
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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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