//---------------------------------------------------------------------------------------------------------- // 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/TileJitter" { HLSLINCLUDE #include "../../../Shaders/StdLib.hlsl" #include "../../../Shaders/XPostProcessing.hlsl" #pragma shader_feature JITTER_DIRECTION_HORIZONTAL #pragma shader_feature USING_FREQUENCY_INFINITE uniform half4 _Params; #define _SplittingNumber _Params.x #define _JitterAmount _Params.y #define _JitterSpeed _Params.z #define _Frequency _Params.w float randomNoise(float2 c) { return frac(sin(dot(c.xy, float2(12.9898, 78.233))) * 43758.5453); } float4 Frag_Vertical(VaryingsDefault i): SV_Target { float2 uv = i.texcoord.xy; half strength = 1.0; half pixelSizeX = 1.0 / _ScreenParams.x; // --------------------------------Prepare Jitter UV-------------------------------- #if USING_FREQUENCY_INFINITE strength = 1; #else strength = 0.5 + 0.5 *cos(_Time.y * _Frequency); #endif if (fmod(uv.x * _SplittingNumber, 2) < 1.0) { #if JITTER_DIRECTION_HORIZONTAL uv.x += pixelSizeX * cos(_Time.y * _JitterSpeed) * _JitterAmount * strength; #else uv.y += pixelSizeX * cos(_Time.y * _JitterSpeed) * _JitterAmount * strength; #endif } // -------------------------------Final Sample------------------------------ half4 sceneColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv); return sceneColor; } float4 Frag_Horizontal(VaryingsDefault i): SV_Target { float2 uv = i.texcoord.xy; half strength = 1.0; half pixelSizeX = 1.0 / _ScreenParams.x; // --------------------------------Prepare Jitter UV-------------------------------- #if USING_FREQUENCY_INFINITE strength = 1; #else strength = 0.5 + 0.5 * cos(_Time.y * _Frequency); #endif if(fmod(uv.y * _SplittingNumber, 2) < 1.0) { #if JITTER_DIRECTION_HORIZONTAL uv.x += pixelSizeX * cos(_Time.y * _JitterSpeed) * _JitterAmount * strength; #else uv.y += pixelSizeX * cos(_Time.y * _JitterSpeed) * _JitterAmount * strength; #endif } // -------------------------------Final Sample------------------------------ half4 sceneColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv); 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 } } }