HeavenStudioPlus/Assets/X-PostProcessing/Effects/GlitchLineBlock/Shader/GlitchLineBlock.shader

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//----------------------------------------------------------------------------------------------------------
// 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/LineBlock"
{
HLSLINCLUDE
#include "../../../Shaders/StdLib.hlsl"
#include "../../../Shaders/XPostProcessing.hlsl"
#pragma shader_feature USING_FREQUENCY_INFINITE
uniform half4 _Params;
uniform half4 _Params2;
#define _Frequency _Params.x
#define _TimeX _Params.y
#define _Amount _Params.z
#define _Offset _Params2.x
#define _LinesWidth _Params2.y
#define _Alpha _Params2.z
float randomNoise(float2 c)
{
return frac(sin(dot(c.xy, float2(12.9898, 78.233))) * 43758.5453);
}
float trunc(float x, float num_levels)
{
return floor(x * num_levels) / num_levels;
}
float2 trunc(float2 x, float2 num_levels)
{
return floor(x * num_levels) / num_levels;
}
float3 rgb2yuv(float3 rgb)
{
float3 yuv;
yuv.x = dot(rgb, float3(0.299, 0.587, 0.114));
yuv.y = dot(rgb, float3(-0.14713, -0.28886, 0.436));
yuv.z = dot(rgb, float3(0.615, -0.51499, -0.10001));
return yuv;
}
float3 yuv2rgb(float3 yuv)
{
float3 rgb;
rgb.r = yuv.x + yuv.z * 1.13983;
rgb.g = yuv.x + dot(float2(-0.39465, -0.58060), yuv.yz);
rgb.b = yuv.x + yuv.y * 2.03211;
return rgb;
}
float4 Frag_Horizontal(VaryingsDefault i): SV_Target
{
float2 uv = i.texcoord;
half strength = 0;
#if USING_FREQUENCY_INFINITE
strength = 10;
#else
strength = 0.5 + 0.5 * cos(_TimeX * _Frequency);
#endif
_TimeX *= strength;
// [1] 生成随机强度梯度线条
float truncTime = trunc(_TimeX, 4.0);
float uv_trunc = randomNoise(trunc(uv.yy, float2(8, 8)) + 100.0 * truncTime);
float uv_randomTrunc = 6.0 * trunc(_TimeX, 24.0 * uv_trunc);
// [2] 生成随机非均匀宽度线条
float blockLine_random = 0.5 * randomNoise(trunc(uv.yy + uv_randomTrunc, float2(8 * _LinesWidth, 8 * _LinesWidth)));
blockLine_random += 0.5 * randomNoise(trunc(uv.yy + uv_randomTrunc, float2(7, 7)));
blockLine_random = blockLine_random * 2.0 - 1.0;
blockLine_random = sign(blockLine_random) * saturate((abs(blockLine_random) - _Amount) / (0.4));
blockLine_random = lerp(0, blockLine_random, _Offset);
// [3] 生成源色调的blockLine Glitch
float2 uv_blockLine = uv;
uv_blockLine = saturate(uv_blockLine + float2(0.1 * blockLine_random, 0));
float4 blockLineColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, abs(uv_blockLine));
// [4] 将RGB转到YUV空间并做色调偏移
// RGB -> YUV
float3 blockLineColor_yuv = rgb2yuv(blockLineColor.rgb);
// adjust Chrominance | 色度
blockLineColor_yuv.y /= 1.0 - 3.0 * abs(blockLine_random) * saturate(0.5 - blockLine_random);
// adjust Chroma | 浓度
blockLineColor_yuv.z += 0.125 * blockLine_random * saturate(blockLine_random - 0.5);
float3 blockLineColor_rgb = yuv2rgb(blockLineColor_yuv);
// [5] 与源场景图进行混合
float4 sceneColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord);
return lerp(sceneColor, float4(blockLineColor_rgb, blockLineColor.a), _Alpha);
}
float4 Frag_Vertical(VaryingsDefault i): SV_Target
{
float2 uv = i.texcoord;
half strength = 0;
#if USING_FREQUENCY_INFINITE
strength = 10;
#else
strength = 0.5 + 0.5 * cos(_TimeX * _Frequency);
#endif
_TimeX *= strength;
// [1] 生成随机均匀宽度线条
float truncTime = trunc(_TimeX, 4.0);
float uv_trunc = randomNoise(trunc(uv.xx, float2(8, 8)) + 100.0 * truncTime);
float uv_randomTrunc = 6.0 * trunc(_TimeX, 24.0 * uv_trunc);
// [2] 生成随机非均匀宽度线条 | Generate Random inhomogeneous Block Line
float blockLine_random = 0.5 * randomNoise(trunc(uv.xx + uv_randomTrunc, float2(8 * _LinesWidth, 8 * _LinesWidth)));
blockLine_random += 0.5 * randomNoise(trunc(uv.xx + uv_randomTrunc, float2(7, 7)));
blockLine_random = blockLine_random * 2.0 - 1.0;
blockLine_random = sign(blockLine_random) * saturate((abs(blockLine_random) - _Amount) / (0.4));
blockLine_random = lerp(0, blockLine_random, _Offset);
// [3] 生成源色调的blockLine Glitch
float2 uv_blockLine = uv;
uv_blockLine = saturate(uv_blockLine + float2(0, 0.1 * blockLine_random));
float4 blockLineColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, abs(uv_blockLine));
// [4] 将RGB转到YUV空间并做色调偏移
// RGB -> YUV
float3 blockLineColor_yuv = rgb2yuv(blockLineColor.rgb);
// adjust Chrominance | 色度
blockLineColor_yuv.y /= 1.0 - 3.0 * abs(blockLine_random) * saturate(0.5 - blockLine_random);
// adjust Chroma | 浓度
blockLineColor_yuv.z += 0.125 * blockLine_random * saturate(blockLine_random - 0.5);
float3 blockLineColor_rgb = yuv2rgb(blockLineColor_yuv);
// [5] 与源场景图进行混合
float4 sceneColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord);
return lerp(sceneColor, float4(blockLineColor_rgb, blockLineColor.a), _Alpha);
}
ENDHLSL
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass
{
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment Frag_Horizontal
ENDHLSL
}
Pass
{
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment Frag_Vertical
ENDHLSL
}
}
}