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https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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f14d2a423f
* Super Retro VFX! * Updated Screen Jump default * also airboarder works now --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
109 lines
3.1 KiB
Text
109 lines
3.1 KiB
Text
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//----------------------------------------------------------------------------------------------------------
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// X-PostProcessing Library
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// https://github.com/QianMo/X-PostProcessing-Library
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// Copyright (C) 2020 QianMo. All rights reserved.
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// Licensed under the MIT License
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// You may not use this file except in compliance with the License.You may obtain a copy of the License at
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// http://opensource.org/licenses/MIT
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//----------------------------------------------------------------------------------------------------------
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Shader "Hidden/X-PostProcessing/Glitch/WaveJitter"
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{
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HLSLINCLUDE
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#include "../../../Shaders/XPostProcessing.hlsl"
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#include "../../../Shaders/XNoiseLibrary.hlsl"
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#pragma shader_feature USING_FREQUENCY_INFINITE
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uniform half4 _Params;
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half2 _Resolution;
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#define _Frequency _Params.x
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#define _RGBSplit _Params.y
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#define _Speed _Params.z
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#define _Amount _Params.w
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float4 Frag_Horizontal(VaryingsDefault i): SV_Target
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{
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half strength = 0.0;
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#if USING_FREQUENCY_INFINITE
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strength = 1;
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#else
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strength = 0.5 + 0.5 *cos(_Time.y * _Frequency);
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#endif
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// Prepare UV
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float uv_y = i.texcoord.y * _Resolution.y;
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float noise_wave_1 = snoise(float2(uv_y * 0.01, _Time.y * _Speed * 20)) * (strength * _Amount * 32.0);
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float noise_wave_2 = snoise(float2(uv_y * 0.02, _Time.y * _Speed * 10)) * (strength * _Amount * 4.0);
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float noise_wave_x = noise_wave_1 * noise_wave_2 / _Resolution.x;
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float uv_x = i.texcoord.x + noise_wave_x;
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float rgbSplit_uv_x = (_RGBSplit * 50 + (20.0 * strength + 1.0)) * noise_wave_x / _Resolution.x;
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// Sample RGB Color-
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half4 colorG = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, float2(uv_x, i.texcoord.y));
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half4 colorRB = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, float2(uv_x + rgbSplit_uv_x, i.texcoord.y));
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return half4(colorRB.r, colorG.g, colorRB.b, colorRB.a + colorG.a);
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}
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float4 Frag_Vertical(VaryingsDefault i) : SV_Target
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{
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half strength = 0.0;
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#if USING_FREQUENCY_INFINITE
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strength = 1;
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#else
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strength = 0.5 + 0.5 * cos(_Time.y * _Frequency);
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#endif
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// Prepare UV
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float uv_x = i.texcoord.x * _Resolution.x;
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float noise_wave_1 = snoise(float2(uv_x * 0.01, _Time.y * _Speed * 20)) * (strength * _Amount * 32.0);
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float noise_wave_2 = snoise(float2(uv_x * 0.02, _Time.y * _Speed * 10)) * (strength * _Amount * 4.0);
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float noise_wave_y = noise_wave_1 * noise_wave_2 / _Resolution.x;
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float uv_y = i.texcoord.y + noise_wave_y;
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float rgbSplit_uv_y = (_RGBSplit * 50 + (20.0 * strength + 1.0)) * noise_wave_y / _Resolution.y;
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// Sample RGB Color
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half4 colorG = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, float2(i.texcoord.x, uv_y));
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half4 colorRB = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, float2(i.texcoord.x, uv_y + rgbSplit_uv_y));
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return half4(colorRB.r, colorG.g, colorRB.b, colorRB.a + colorG.a);
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}
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ENDHLSL
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SubShader
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{
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Cull Off ZWrite Off ZTest Always
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Pass
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{
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HLSLPROGRAM
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#pragma vertex VertDefault
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#pragma fragment Frag_Horizontal
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ENDHLSL
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}
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Pass
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{
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HLSLPROGRAM
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#pragma vertex VertDefault
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#pragma fragment Frag_Vertical
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ENDHLSL
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}
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}
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}
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