HeavenStudioPlus/Assets/X-PostProcessing/Effects/GlitchRGBSplitV5/Shader/GlitchRGBSplitV5.shader

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//----------------------------------------------------------------------------------------------------------
// 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
}
}
}