mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-25 02:55:15 +00:00
f14d2a423f
* Super Retro VFX! * Updated Screen Jump default * also airboarder works now --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
78 lines
2 KiB
Text
78 lines
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/AnalogNoise"
|
|
{
|
|
HLSLINCLUDE
|
|
|
|
#include "../../../Shaders/StdLib.hlsl"
|
|
#include "../../../Shaders/XPostProcessing.hlsl"
|
|
|
|
|
|
uniform half4 _Params;
|
|
#define _Speed _Params.x
|
|
#define _Fading _Params.y
|
|
#define _LuminanceJitterThreshold _Params.z
|
|
#define _TimeX _Params.w
|
|
|
|
|
|
//uniform half _Fading;
|
|
//uniform half _TimeX;
|
|
//uniform half _LuminanceJitterThreshold;
|
|
|
|
float randomNoise(float2 c)
|
|
{
|
|
return frac(sin(dot(c.xy, float2(12.9898, 78.233))) * 43758.5453);
|
|
}
|
|
|
|
half4 Frag(VaryingsDefault i): SV_Target
|
|
{
|
|
|
|
half4 sceneColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord);
|
|
half4 noiseColor = sceneColor;
|
|
|
|
half luminance = dot(noiseColor.rgb, fixed3(0.22, 0.707, 0.071));
|
|
if (randomNoise(float2(_TimeX * _Speed, _TimeX * _Speed)) > _LuminanceJitterThreshold)
|
|
{
|
|
noiseColor = float4(luminance, luminance, luminance, luminance);
|
|
}
|
|
|
|
float noiseX = randomNoise(_TimeX * _Speed + i.texcoord / float2(-213, 5.53));
|
|
float noiseY = randomNoise(_TimeX * _Speed - i.texcoord / float2(213, -5.53));
|
|
float noiseZ = randomNoise(_TimeX * _Speed + i.texcoord / float2(213, 5.53));
|
|
|
|
noiseColor.rgb += 0.25 * float3(noiseX,noiseY,noiseZ) - 0.125;
|
|
|
|
noiseColor = lerp(sceneColor, noiseColor, _Fading);
|
|
|
|
return noiseColor;
|
|
}
|
|
|
|
ENDHLSL
|
|
|
|
|
|
SubShader
|
|
{
|
|
Cull Off ZWrite Off ZTest Always
|
|
|
|
Pass
|
|
{
|
|
HLSLPROGRAM
|
|
|
|
#pragma vertex VertDefault
|
|
#pragma fragment Frag
|
|
|
|
ENDHLSL
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
|