mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 11:45:09 +00:00
f14d2a423f
* Super Retro VFX! * Updated Screen Jump default * also airboarder works now --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
106 lines
2.7 KiB
Text
106 lines
2.7 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/RGBSplitV4"
|
|
{
|
|
HLSLINCLUDE
|
|
|
|
#include "../../../Shaders/XPostProcessing.hlsl"
|
|
|
|
|
|
|
|
uniform half2 _Params;
|
|
|
|
#define _Indensity _Params.x
|
|
#define _TimeX _Params.y
|
|
|
|
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
|
|
{
|
|
float splitAmount = _Indensity * randomNoise(_TimeX, 2);
|
|
|
|
half4 ColorR = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, float2(i.texcoord.x + splitAmount, i.texcoord.y));
|
|
half4 ColorG = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord);
|
|
half4 ColorB = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, float2(i.texcoord.x - splitAmount, i.texcoord.y));
|
|
|
|
return half4(ColorR.r, ColorG.g, ColorB.b, 1);
|
|
}
|
|
|
|
half4 Frag_Vertical(VaryingsDefault i) : SV_Target
|
|
{
|
|
|
|
float splitAmount = _Indensity * randomNoise(_TimeX, 2);
|
|
|
|
half4 ColorR = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord);
|
|
half4 ColorG = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, float2(i.texcoord.x, i.texcoord.y + splitAmount));
|
|
half4 ColorB = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, float2(i.texcoord.x, i.texcoord.y - splitAmount));
|
|
|
|
return half4(ColorR.r, ColorG.g, ColorB.b, 1);
|
|
}
|
|
|
|
half4 Frag_Horizontal_Vertical(VaryingsDefault i) : SV_Target
|
|
{
|
|
|
|
float splitAmount = _Indensity * randomNoise(_TimeX, 2);
|
|
|
|
half4 ColorR = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord);
|
|
half4 ColorG = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, float2(i.texcoord.x + splitAmount, i.texcoord.y + splitAmount));
|
|
half4 ColorB = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, float2(i.texcoord.x - splitAmount, i.texcoord.y - splitAmount));
|
|
|
|
return half4(ColorR.r, ColorG.g, ColorB.b, 1);
|
|
}
|
|
|
|
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_Horizontal_Vertical
|
|
|
|
ENDHLSL
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
|