mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-12 20:55:08 +00:00
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
|
|
//----------------------------------------------------------------------------------------------------------
|
|
// 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
|
|
}
|
|
}
|
|
}
|
|
|