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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>
106 lines
2.7 KiB
Text
106 lines
2.7 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/RGBSplitV4"
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{
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HLSLINCLUDE
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#include "../../../Shaders/XPostProcessing.hlsl"
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uniform half2 _Params;
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#define _Indensity _Params.x
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#define _TimeX _Params.y
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float randomNoise(float x, float y)
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{
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return frac(sin(dot(float2(x, y), float2(12.9898, 78.233))) * 43758.5453);
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}
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half4 Frag_Horizontal(VaryingsDefault i) : SV_Target
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{
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float splitAmount = _Indensity * randomNoise(_TimeX, 2);
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half4 ColorR = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, float2(i.texcoord.x + splitAmount, i.texcoord.y));
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half4 ColorG = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord);
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half4 ColorB = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, float2(i.texcoord.x - splitAmount, i.texcoord.y));
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return half4(ColorR.r, ColorG.g, ColorB.b, 1);
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}
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half4 Frag_Vertical(VaryingsDefault i) : SV_Target
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{
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float splitAmount = _Indensity * randomNoise(_TimeX, 2);
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half4 ColorR = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord);
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half4 ColorG = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, float2(i.texcoord.x, i.texcoord.y + splitAmount));
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half4 ColorB = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, float2(i.texcoord.x, i.texcoord.y - splitAmount));
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return half4(ColorR.r, ColorG.g, ColorB.b, 1);
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}
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half4 Frag_Horizontal_Vertical(VaryingsDefault i) : SV_Target
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{
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float splitAmount = _Indensity * randomNoise(_TimeX, 2);
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half4 ColorR = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord);
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half4 ColorG = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, float2(i.texcoord.x + splitAmount, i.texcoord.y + splitAmount));
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half4 ColorB = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, float2(i.texcoord.x - splitAmount, i.texcoord.y - splitAmount));
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return half4(ColorR.r, ColorG.g, ColorB.b, 1);
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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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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_Vertical
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ENDHLSL
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}
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}
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}
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