mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-29 13:03:05 +00:00
f14d2a423f
* Super Retro VFX! * Updated Screen Jump default * also airboarder works now --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
70 lines
1.8 KiB
Text
70 lines
1.8 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/RGBSplitV5"
|
|
{
|
|
HLSLINCLUDE
|
|
|
|
#include "../../../Shaders/XPostProcessing.hlsl"
|
|
|
|
|
|
TEXTURE2D_SAMPLER2D(_NoiseTex, sampler_NoiseTex);
|
|
|
|
uniform half2 _Params;
|
|
#define _Amplitude _Params.x
|
|
#define _Speed _Params.y
|
|
|
|
|
|
inline float4 Pow4(float4 v, float p)
|
|
{
|
|
return float4(pow(v.x, p), pow(v.y, p), pow(v.z, p), v.w);
|
|
}
|
|
|
|
inline float4 Noise(float2 p)
|
|
{
|
|
return SAMPLE_TEXTURE2D(_NoiseTex, sampler_NoiseTex, p);
|
|
}
|
|
|
|
half4 Frag(VaryingsDefault i): SV_Target
|
|
{
|
|
float4 splitAmount = Pow4(Noise(float2(_Speed * _Time.y, 2.0 * _Speed * _Time.y / 25.0)), 8.0) * float4(_Amplitude, _Amplitude, _Amplitude, 1.0);
|
|
|
|
splitAmount *= 2.0 * splitAmount.w - 1.0;
|
|
|
|
half colorR = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, (i.texcoord.xy + float2(splitAmount.x, -splitAmount.y))).r;
|
|
half colorG = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, (i.texcoord.xy + float2(splitAmount.y, -splitAmount.z))).g;
|
|
half colorB = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, (i.texcoord.xy + float2(splitAmount.z, -splitAmount.x))).b;
|
|
|
|
half3 finalColor = half3(colorR, colorG, colorB);
|
|
return half4(finalColor,1);
|
|
|
|
}
|
|
|
|
ENDHLSL
|
|
|
|
|
|
SubShader
|
|
{
|
|
Cull Off ZWrite Off ZTest Always
|
|
|
|
Pass
|
|
{
|
|
HLSLPROGRAM
|
|
|
|
#pragma vertex VertDefault
|
|
#pragma fragment Frag
|
|
|
|
ENDHLSL
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
|