HeavenStudioPlus/Assets/X-PostProcessing/Effects/GlitchRGBSplitV2/Shader/GlitchRGBSplitV2.shader

124 lines
3.4 KiB
Plaintext

//----------------------------------------------------------------------------------------------------------
// 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/RGBSplitV2"
{
HLSLINCLUDE
#include "../../../Shaders/StdLib.hlsl"
#include "../../../Shaders/XPostProcessing.hlsl"
uniform half3 _Params;
#define _TimeX _Params.x
#define _Amount _Params.y
#define _Amplitude _Params.z
half4 Frag_Horizontal(VaryingsDefault i): SV_Target
{
float splitAmout = (1.0 + sin(_TimeX * 6.0)) * 0.5;
splitAmout *= 1.0 + sin(_TimeX * 16.0) * 0.5;
splitAmout *= 1.0 + sin(_TimeX * 19.0) * 0.5;
splitAmout *= 1.0 + sin(_TimeX * 27.0) * 0.5;
splitAmout = pow(splitAmout, _Amplitude);
splitAmout *= (0.05 * _Amount);
half3 finalColor;
finalColor.r = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, fixed2(i.texcoord.x + splitAmout, i.texcoord.y)).r;
finalColor.g = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord).g;
finalColor.b = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, fixed2(i.texcoord.x - splitAmout, i.texcoord.y)).b;
finalColor *= (1.0 - splitAmout * 0.5);
return half4(finalColor, 1.0);
}
half4 Frag_Vertical(VaryingsDefault i): SV_Target
{
float splitAmout = (1.0 + sin(_TimeX * 6.0)) * 0.5;
splitAmout *= 1.0 + sin(_TimeX * 16.0) * 0.5;
splitAmout *= 1.0 + sin(_TimeX * 19.0) * 0.5;
splitAmout *= 1.0 + sin(_TimeX * 27.0) * 0.5;
splitAmout = pow(splitAmout, _Amplitude);
splitAmout *= (0.05 * _Amount);
half3 finalColor;
finalColor.r = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, fixed2(i.texcoord.x , i.texcoord.y +splitAmout)).r;
finalColor.g = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord).g;
finalColor.b = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, fixed2(i.texcoord.x, i.texcoord.y - splitAmout)).b;
finalColor *= (1.0 - splitAmout * 0.5);
return half4(finalColor, 1.0);
}
half4 Frag_Vertical_Horizontal(VaryingsDefault i) : SV_Target
{
float splitAmout = (1.0 + sin(_TimeX * 6.0)) * 0.5;
splitAmout *= 1.0 + sin(_TimeX * 16.0) * 0.5;
splitAmout *= 1.0 + sin(_TimeX * 19.0) * 0.5;
splitAmout *= 1.0 + sin(_TimeX * 27.0) * 0.5;
splitAmout = pow(splitAmout, _Amplitude);
splitAmout *= (0.05 * _Amount);
half3 finalColor;
finalColor.r = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, fixed2(i.texcoord.x+splitAmout, i.texcoord.y + splitAmout)).r;
finalColor.g = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord).g;
finalColor.b = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, fixed2(i.texcoord.x - splitAmout, i.texcoord.y + splitAmout)).b;
finalColor *= (1.0 - splitAmout * 0.5);
return half4(finalColor, 1.0);
}
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
}
Pass
{
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment Frag_Vertical_Horizontal
ENDHLSL
}
}
}