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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>
148 lines
4 KiB
Text
148 lines
4 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/RGBSplit"
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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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uniform half3 _Params2;
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#define _Fading _Params.x
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#define _Amount _Params.y
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#define _Speed _Params.z
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#define _CenterFading _Params.w
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#define _TimeX _Params2.x
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#define _AmountR _Params2.y
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#define _AmountB _Params2.z
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half4 Frag_Horizontal(VaryingsDefault i): SV_Target
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{
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float2 uv = i.texcoord.xy;
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half time = _TimeX * 6 * _Speed;
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half splitAmount = (1.0 + sin(time)) * 0.5;
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splitAmount *= 1.0 + sin(time * 2) * 0.5;
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splitAmount = pow(splitAmount, 3.0);
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splitAmount *= 0.05;
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float distance = length(uv - float2(0.5, 0.5));
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splitAmount *= _Fading * _Amount;
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splitAmount *= lerp(1, distance, _CenterFading);
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half3 colorR = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, float2(uv.x + splitAmount * _AmountR, uv.y)).rgb;
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half4 sceneColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv);
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half3 colorB = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, float2(uv.x - splitAmount * _AmountB, uv.y)).rgb;
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half3 splitColor = half3(colorR.r, sceneColor.g, colorB.b);
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half3 finalColor = lerp(sceneColor.rgb, splitColor, _Fading);
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return half4(finalColor, 1.0);
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}
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half4 Frag_Vertical(VaryingsDefault i) : SV_Target
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{
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float2 uv = i.texcoord.xy;
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half time = _TimeX * 6 * _Speed;
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half splitAmount = (1.0 + sin(time)) * 0.5;
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splitAmount *= 1.0 + sin(time * 2) * 0.5;
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splitAmount = pow(splitAmount, 3.0);
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splitAmount *= 0.05;
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float distance = length(uv - float2(0.5, 0.5));
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splitAmount *= _Fading * _Amount;
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splitAmount *= _Fading * _Amount;
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half3 colorR = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, float2(uv.x , uv.y + splitAmount * _AmountR)).rgb;
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half4 sceneColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv);
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half3 colorB = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, float2(uv.x, uv.y - splitAmount * _AmountB)).rgb;
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half3 splitColor = half3(colorR.r, sceneColor.g, colorB.b);
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half3 finalColor = lerp(sceneColor.rgb, splitColor, _Fading);
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return half4(finalColor, 1.0);
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}
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half4 Frag_Horizontal_Vertical(VaryingsDefault i) : SV_Target
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{
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float2 uv = i.texcoord.xy;
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half time = _TimeX * 6 * _Speed;
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half splitAmount = (1.0 + sin(time)) * 0.5;
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splitAmount *= 1.0 + sin(time * 2) * 0.5;
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splitAmount = pow(splitAmount, 3.0);
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splitAmount *= 0.05;
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float distance = length(uv - float2(0.5, 0.5));
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splitAmount *= _Fading * _Amount;
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splitAmount *= _Fading * _Amount;
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float splitAmountR = splitAmount * _AmountR;
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float splitAmountB = splitAmount * _AmountB;
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half3 colorR = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, float2(uv.x + splitAmountR, uv.y + splitAmountR)).rgb;
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half4 sceneColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv);
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half3 colorB = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, float2(uv.x - splitAmountB, uv.y - splitAmountB)).rgb;
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half3 splitColor = half3(colorR.r, sceneColor.g, colorB.b);
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half3 finalColor = lerp(sceneColor.rgb, splitColor, _Fading);
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return half4(finalColor, 1.0);
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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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