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