mirror of
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>
118 lines
2.9 KiB
Text
118 lines
2.9 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/TileJitter"
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{
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HLSLINCLUDE
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#include "../../../Shaders/StdLib.hlsl"
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#include "../../../Shaders/XPostProcessing.hlsl"
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#pragma shader_feature JITTER_DIRECTION_HORIZONTAL
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#pragma shader_feature USING_FREQUENCY_INFINITE
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uniform half4 _Params;
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#define _SplittingNumber _Params.x
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#define _JitterAmount _Params.y
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#define _JitterSpeed _Params.z
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#define _Frequency _Params.w
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float randomNoise(float2 c)
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{
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return frac(sin(dot(c.xy, float2(12.9898, 78.233))) * 43758.5453);
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}
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float4 Frag_Vertical(VaryingsDefault i): SV_Target
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{
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float2 uv = i.texcoord.xy;
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half strength = 1.0;
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half pixelSizeX = 1.0 / _ScreenParams.x;
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// --------------------------------Prepare Jitter UV--------------------------------
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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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if (fmod(uv.x * _SplittingNumber, 2) < 1.0)
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{
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#if JITTER_DIRECTION_HORIZONTAL
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uv.x += pixelSizeX * cos(_Time.y * _JitterSpeed) * _JitterAmount * strength;
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#else
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uv.y += pixelSizeX * cos(_Time.y * _JitterSpeed) * _JitterAmount * strength;
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#endif
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}
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// -------------------------------Final Sample------------------------------
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half4 sceneColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv);
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return sceneColor;
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}
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float4 Frag_Horizontal(VaryingsDefault i): SV_Target
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{
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float2 uv = i.texcoord.xy;
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half strength = 1.0;
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half pixelSizeX = 1.0 / _ScreenParams.x;
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// --------------------------------Prepare Jitter UV--------------------------------
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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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if(fmod(uv.y * _SplittingNumber, 2) < 1.0)
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{
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#if JITTER_DIRECTION_HORIZONTAL
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uv.x += pixelSizeX * cos(_Time.y * _JitterSpeed) * _JitterAmount * strength;
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#else
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uv.y += pixelSizeX * cos(_Time.y * _JitterSpeed) * _JitterAmount * strength;
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#endif
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}
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// -------------------------------Final Sample------------------------------
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half4 sceneColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv);
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return sceneColor;
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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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