//---------------------------------------------------------------------------------------------------------- // 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/RGBSplitV5" { HLSLINCLUDE #include "../../../Shaders/XPostProcessing.hlsl" TEXTURE2D_SAMPLER2D(_NoiseTex, sampler_NoiseTex); uniform half2 _Params; #define _Amplitude _Params.x #define _Speed _Params.y inline float4 Pow4(float4 v, float p) { return float4(pow(v.x, p), pow(v.y, p), pow(v.z, p), v.w); } inline float4 Noise(float2 p) { return SAMPLE_TEXTURE2D(_NoiseTex, sampler_NoiseTex, p); } half4 Frag(VaryingsDefault i): SV_Target { float4 splitAmount = Pow4(Noise(float2(_Speed * _Time.y, 2.0 * _Speed * _Time.y / 25.0)), 8.0) * float4(_Amplitude, _Amplitude, _Amplitude, 1.0); splitAmount *= 2.0 * splitAmount.w - 1.0; half colorR = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, (i.texcoord.xy + float2(splitAmount.x, -splitAmount.y))).r; half colorG = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, (i.texcoord.xy + float2(splitAmount.y, -splitAmount.z))).g; half colorB = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, (i.texcoord.xy + float2(splitAmount.z, -splitAmount.x))).b; half3 finalColor = half3(colorR, colorG, colorB); return half4(finalColor,1); } ENDHLSL SubShader { Cull Off ZWrite Off ZTest Always Pass { HLSLPROGRAM #pragma vertex VertDefault #pragma fragment Frag ENDHLSL } } }