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GlitchImageBlock.shader
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GlitchImageBlock.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/ImageBlock"
{
HLSLINCLUDE
#include "../../../Shaders/StdLib.hlsl"
#include "../../../Shaders/XPostProcessing.hlsl"
uniform half3 _Params;
uniform half4 _Params2;
uniform half3 _Params3;
#define _TimeX _Params.x
#define _Offset _Params.y
#define _Fade _Params.z
#define _BlockLayer1_U _Params2.w
#define _BlockLayer1_V _Params2.x
#define _BlockLayer2_U _Params2.y
#define _BlockLayer2_V _Params2.z
#define _RGBSplit_Indensity _Params3.x
#define _BlockLayer1_Indensity _Params3.y
#define _BlockLayer2_Indensity _Params3.z
float randomNoise(float2 seed)
{
return frac(sin(dot(seed * floor(_TimeX * 30.0), float2(127.1, 311.7))) * 43758.5453123);
}
float randomNoise(float seed)
{
return randomNoise(float2(seed, 1.0));
}
float4 Frag(VaryingsDefault i): SV_Target
{
float2 uv = i.texcoord.xy;
//求解第一层blockLayer
float2 blockLayer1 = floor(uv * float2(_BlockLayer1_U, _BlockLayer1_V));
float2 blockLayer2 = floor(uv * float2(_BlockLayer2_U, _BlockLayer2_V));
//return float4(blockLayer1, blockLayer2);
float lineNoise1 = pow(randomNoise(blockLayer1), _BlockLayer1_Indensity);
float lineNoise2 = pow(randomNoise(blockLayer2), _BlockLayer2_Indensity);
float RGBSplitNoise = pow(randomNoise(5.1379), 7.1) * _RGBSplit_Indensity;
float lineNoise = lineNoise1 * lineNoise2 * _Offset - RGBSplitNoise;
float4 colorR = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv);
float4 colorG = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv + float2(lineNoise * 0.05 * randomNoise(7.0), 0));
float4 colorB = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv - float2(lineNoise * 0.05 * randomNoise(23.0), 0));
float4 result = float4(float3(colorR.x, colorG.y, colorB.z), colorR.a + colorG.a + colorB.a);
result = lerp(colorR, result, _Fade);
return result;
}
float4 Frag_Debug(VaryingsDefault i): SV_Target
{
float2 uv = i.texcoord.xy;
float2 blockLayer1 = floor(uv * float2(_BlockLayer1_U, _BlockLayer1_V));
float2 blockLayer2 = floor(uv * float2(_BlockLayer2_U, _BlockLayer2_V));
float lineNoise1 = pow(randomNoise(blockLayer1), _BlockLayer1_Indensity);
float lineNoise2 = pow(randomNoise(blockLayer2), _BlockLayer2_Indensity);
float RGBSplitNoise = pow(randomNoise(5.1379), 7.1) * _RGBSplit_Indensity;
float lineNoise = lineNoise1 * lineNoise2 * _Offset - RGBSplitNoise;
return float4(lineNoise, lineNoise, lineNoise, 1);
}
ENDHLSL
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass
{
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment Frag
ENDHLSL
}
Pass
{
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment Frag_Debug
ENDHLSL
}
}
}