//---------------------------------------------------------------------------------------------------------- // 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/ImageBlockV3" { HLSLINCLUDE #include "../../../Shaders/StdLib.hlsl" #include "../../../Shaders/XPostProcessing.hlsl" half3 _Params; #define _Speed _Params.x #define _BlockSize _Params.y 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 rand(float2(seed, 1.0)); } half4 Frag(VaryingsDefault i) : SV_Target { float2 block = randomNoise(floor(i.texcoord * _BlockSize)); float displaceNoise = pow(block.x, 8.0) * pow(block.x, 3.0); half ColorR = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord).r; half ColorG = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord + float2(displaceNoise * 0.05 * randomNoise(7.0), 0.0)).g; half ColorB = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord - float2(displaceNoise * 0.05 * randomNoise(13.0), 0.0)).b; return half4(ColorR, ColorG, ColorB, 1.0); } ENDHLSL SubShader { Cull Off ZWrite Off ZTest Always Pass { HLSLPROGRAM #pragma vertex VertDefault #pragma fragment Frag ENDHLSL } } }