HeavenStudioPlus/Assets/X-PostProcessing/Effects/GlitchImageBlockV4/Shader/GlitchImageBlockV4.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

72 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/ImageBlockV4"
{
HLSLINCLUDE
#include "../../../Shaders/StdLib.hlsl"
#include "../../../Shaders/XPostProcessing.hlsl"
uniform half4 _Params;
#define _Speed _Params.x
#define _BlockSize _Params.y
#define _MaxRGBSplitX _Params.z
#define _MaxRGBSplitY _Params.w
inline float randomNoise(float2 seed)
{
return frac(sin(dot(seed * floor(_Time.y * _Speed), float2(17.13, 3.71))) * 43758.5453123);
}
inline float randomNoise(float seed)
{
return randomNoise(float2(seed, 1.0));
}
half4 Frag(VaryingsDefault i) : SV_Target
{
half2 block = randomNoise(floor(i.texcoord * _BlockSize));
float displaceNoise = pow(block.x, 8.0) * pow(block.x, 3.0);
float splitRGBNoise = pow(randomNoise(7.2341), 17.0);
float offsetX = displaceNoise - splitRGBNoise * _MaxRGBSplitX;
float offsetY = displaceNoise - splitRGBNoise * _MaxRGBSplitY;
float noiseX = 0.05 * randomNoise(13.0);
float noiseY = 0.05 * randomNoise(7.0);
float2 offset = float2(offsetX * noiseX, offsetY* noiseY);
half4 colorR = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord);
half4 colorG = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord + offset);
half4 colorB = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord - offset);
return half4(colorR.r , colorG.g, colorB.z, (colorR.a + colorG.a + colorB.a));
}
ENDHLSL
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass
{
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment Frag
ENDHLSL
}
}
}