HeavenStudioPlus/Assets/X-PostProcessing/Effects/GlitchAnalogNoise/Shader/GlitchAnalogNoise.shader
wookywok f14d2a423f Retro VFX! (also airboarder works now) (#780)
* Super Retro VFX!

* Updated Screen Jump default

* also airboarder works now

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Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-03-11 21:21:51 +00:00

78 lines
2 KiB
Text

//----------------------------------------------------------------------------------------------------------
// 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/AnalogNoise"
{
HLSLINCLUDE
#include "../../../Shaders/StdLib.hlsl"
#include "../../../Shaders/XPostProcessing.hlsl"
uniform half4 _Params;
#define _Speed _Params.x
#define _Fading _Params.y
#define _LuminanceJitterThreshold _Params.z
#define _TimeX _Params.w
//uniform half _Fading;
//uniform half _TimeX;
//uniform half _LuminanceJitterThreshold;
float randomNoise(float2 c)
{
return frac(sin(dot(c.xy, float2(12.9898, 78.233))) * 43758.5453);
}
half4 Frag(VaryingsDefault i): SV_Target
{
half4 sceneColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord);
half4 noiseColor = sceneColor;
half luminance = dot(noiseColor.rgb, fixed3(0.22, 0.707, 0.071));
if (randomNoise(float2(_TimeX * _Speed, _TimeX * _Speed)) > _LuminanceJitterThreshold)
{
noiseColor = float4(luminance, luminance, luminance, luminance);
}
float noiseX = randomNoise(_TimeX * _Speed + i.texcoord / float2(-213, 5.53));
float noiseY = randomNoise(_TimeX * _Speed - i.texcoord / float2(213, -5.53));
float noiseZ = randomNoise(_TimeX * _Speed + i.texcoord / float2(213, 5.53));
noiseColor.rgb += 0.25 * float3(noiseX,noiseY,noiseZ) - 0.125;
noiseColor = lerp(sceneColor, noiseColor, _Fading);
return noiseColor;
}
ENDHLSL
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass
{
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment Frag
ENDHLSL
}
}
}