HeavenStudioPlus/Assets/X-PostProcessing/Effects/GlitchScanLineJitter/Shader/GlitchScanLineJitter.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

99 lines
2.1 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/ScanLineJitter"
{
HLSLINCLUDE
#include "../../../Shaders/XPostProcessing.hlsl"
#pragma shader_feature USING_FREQUENCY_INFINITE
uniform half3 _Params;
#define _Amount _Params.x
#define _Threshold _Params.y
#define _Frequency _Params.z
float randomNoise(float x, float y)
{
return frac(sin(dot(float2(x, y), float2(12.9898, 78.233))) * 43758.5453);
}
half4 Frag_Horizontal(VaryingsDefault i): SV_Target
{
half strength = 0;
#if USING_FREQUENCY_INFINITE
strength = 1;
#else
strength = 0.5 + 0.5 * cos(_Time.y * _Frequency);
#endif
float jitter = randomNoise(i.texcoord.y, _Time.x) * 2 - 1;
jitter *= step(_Threshold, abs(jitter)) * _Amount * strength;
half4 sceneColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, frac(i.texcoord + float2(jitter, 0)));
return sceneColor;
}
half4 Frag_Vertical(VaryingsDefault i): SV_Target
{
half strength = 0;
#if USING_FREQUENCY_INFINITE
strength = 1;
#else
strength = 0.5 + 0.5 * cos(_Time.y * _Frequency);
#endif
float jitter = randomNoise(i.texcoord.x, _Time.x) * 2 - 1;
jitter *= step(_Threshold, abs(jitter)) * _Amount * strength;
half4 sceneColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, frac(i.texcoord + float2(0, jitter)));
return sceneColor;
}
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
}
}
}