//---------------------------------------------------------------------------------------------------------- // 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/ImageBlockV4" { HLSLINCLUDE #include "../../../Shaders/StdLib.hlsl" #include "../../../Shaders/XPostProcessing.hlsl" uniform half4 _Params; #define _Speed _Params.x #define _BlockSize _Params.y #define _MaxRGBSplitX _Params.z #define _MaxRGBSplitY _Params.w 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 randomNoise(float2(seed, 1.0)); } half4 Frag(VaryingsDefault i) : SV_Target { half2 block = randomNoise(floor(i.texcoord * _BlockSize)); float displaceNoise = pow(block.x, 8.0) * pow(block.x, 3.0); float splitRGBNoise = pow(randomNoise(7.2341), 17.0); float offsetX = displaceNoise - splitRGBNoise * _MaxRGBSplitX; float offsetY = displaceNoise - splitRGBNoise * _MaxRGBSplitY; float noiseX = 0.05 * randomNoise(13.0); float noiseY = 0.05 * randomNoise(7.0); float2 offset = float2(offsetX * noiseX, offsetY* noiseY); half4 colorR = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord); half4 colorG = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord + offset); half4 colorB = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord - offset); return half4(colorR.r , colorG.g, colorB.z, (colorR.a + colorG.a + colorB.a)); } ENDHLSL SubShader { Cull Off ZWrite Off ZTest Always Pass { HLSLPROGRAM #pragma vertex VertDefault #pragma fragment Frag ENDHLSL } } }