//---------------------------------------------------------------------------------------------------------- // 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/ScreenShake" { HLSLINCLUDE #include "../../../Shaders/StdLib.hlsl" #include "../../../Shaders/XPostProcessing.hlsl" uniform half _ScreenShake; float randomNoise(float x, float y) { return frac(sin(dot(float2(x, y), float2(127.1, 311.7))) * 43758.5453); } half4 Frag_Horizontal(VaryingsDefault i): SV_Target { float shake = (randomNoise(_Time.x, 2) - 0.5) * _ScreenShake; half4 sceneColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, frac(float2(i.texcoord.x + shake, i.texcoord.y))); return sceneColor; } half4 Frag_Vertical(VaryingsDefault i): SV_Target { float shake = (randomNoise(_Time.x, 2) - 0.5) * _ScreenShake; half4 sceneColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, frac(float2(i.texcoord.x, i.texcoord.y + shake))); return sceneColor; } ENDHLSL SubShader { Cull Off ZWrite Off ZTest Always Pass { HLSLPROGRAM #pragma vertex VertDefault #pragma fragment Frag_Horizontal ENDHLSL } Pass { HLSLPROGRAM #pragma vertex VertDefault #pragma fragment Frag_Vertical ENDHLSL } } }