mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-13 21:25:09 +00:00
f14d2a423f
* Super Retro VFX! * Updated Screen Jump default * also airboarder works now --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
118 lines
3.2 KiB
Text
118 lines
3.2 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/ImageBlock"
|
|
{
|
|
HLSLINCLUDE
|
|
|
|
#include "../../../Shaders/StdLib.hlsl"
|
|
#include "../../../Shaders/XPostProcessing.hlsl"
|
|
|
|
|
|
uniform half3 _Params;
|
|
uniform half4 _Params2;
|
|
uniform half3 _Params3;
|
|
|
|
#define _TimeX _Params.x
|
|
#define _Offset _Params.y
|
|
#define _Fade _Params.z
|
|
|
|
#define _BlockLayer1_U _Params2.w
|
|
#define _BlockLayer1_V _Params2.x
|
|
#define _BlockLayer2_U _Params2.y
|
|
#define _BlockLayer2_V _Params2.z
|
|
|
|
#define _RGBSplit_Indensity _Params3.x
|
|
#define _BlockLayer1_Indensity _Params3.y
|
|
#define _BlockLayer2_Indensity _Params3.z
|
|
|
|
|
|
float randomNoise(float2 seed)
|
|
{
|
|
return frac(sin(dot(seed * floor(_TimeX * 30.0), float2(127.1, 311.7))) * 43758.5453123);
|
|
}
|
|
|
|
float randomNoise(float seed)
|
|
{
|
|
return randomNoise(float2(seed, 1.0));
|
|
}
|
|
|
|
float4 Frag(VaryingsDefault i): SV_Target
|
|
{
|
|
float2 uv = i.texcoord.xy;
|
|
|
|
//求解第一层blockLayer
|
|
float2 blockLayer1 = floor(uv * float2(_BlockLayer1_U, _BlockLayer1_V));
|
|
float2 blockLayer2 = floor(uv * float2(_BlockLayer2_U, _BlockLayer2_V));
|
|
|
|
//return float4(blockLayer1, blockLayer2);
|
|
|
|
float lineNoise1 = pow(randomNoise(blockLayer1), _BlockLayer1_Indensity);
|
|
float lineNoise2 = pow(randomNoise(blockLayer2), _BlockLayer2_Indensity);
|
|
float RGBSplitNoise = pow(randomNoise(5.1379), 7.1) * _RGBSplit_Indensity;
|
|
float lineNoise = lineNoise1 * lineNoise2 * _Offset - RGBSplitNoise;
|
|
|
|
float4 colorR = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv);
|
|
float4 colorG = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv + float2(lineNoise * 0.05 * randomNoise(7.0), 0));
|
|
float4 colorB = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv - float2(lineNoise * 0.05 * randomNoise(23.0), 0));
|
|
|
|
float4 result = float4(float3(colorR.x, colorG.y, colorB.z), colorR.a + colorG.a + colorB.a);
|
|
result = lerp(colorR, result, _Fade);
|
|
|
|
return result;
|
|
}
|
|
|
|
|
|
float4 Frag_Debug(VaryingsDefault i): SV_Target
|
|
{
|
|
float2 uv = i.texcoord.xy;
|
|
|
|
float2 blockLayer1 = floor(uv * float2(_BlockLayer1_U, _BlockLayer1_V));
|
|
float2 blockLayer2 = floor(uv * float2(_BlockLayer2_U, _BlockLayer2_V));
|
|
|
|
float lineNoise1 = pow(randomNoise(blockLayer1), _BlockLayer1_Indensity);
|
|
float lineNoise2 = pow(randomNoise(blockLayer2), _BlockLayer2_Indensity);
|
|
float RGBSplitNoise = pow(randomNoise(5.1379), 7.1) * _RGBSplit_Indensity;
|
|
float lineNoise = lineNoise1 * lineNoise2 * _Offset - RGBSplitNoise;
|
|
|
|
return float4(lineNoise, lineNoise, lineNoise, 1);
|
|
}
|
|
|
|
ENDHLSL
|
|
|
|
SubShader
|
|
{
|
|
Cull Off ZWrite Off ZTest Always
|
|
|
|
Pass
|
|
{
|
|
HLSLPROGRAM
|
|
|
|
#pragma vertex VertDefault
|
|
#pragma fragment Frag
|
|
|
|
ENDHLSL
|
|
|
|
}
|
|
|
|
Pass
|
|
{
|
|
HLSLPROGRAM
|
|
|
|
#pragma vertex VertDefault
|
|
#pragma fragment Frag_Debug
|
|
|
|
ENDHLSL
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
|