-
Notifications
You must be signed in to change notification settings - Fork 677
/
GlitchRGBSplit.shader
148 lines (106 loc) · 3.96 KB
/
GlitchRGBSplit.shader
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
//----------------------------------------------------------------------------------------------------------
// 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/RGBSplit"
{
HLSLINCLUDE
#include "../../../Shaders/StdLib.hlsl"
#include "../../../Shaders/XPostProcessing.hlsl"
uniform half4 _Params;
uniform half3 _Params2;
#define _Fading _Params.x
#define _Amount _Params.y
#define _Speed _Params.z
#define _CenterFading _Params.w
#define _TimeX _Params2.x
#define _AmountR _Params2.y
#define _AmountB _Params2.z
half4 Frag_Horizontal(VaryingsDefault i): SV_Target
{
float2 uv = i.texcoord.xy;
half time = _TimeX * 6 * _Speed;
half splitAmount = (1.0 + sin(time)) * 0.5;
splitAmount *= 1.0 + sin(time * 2) * 0.5;
splitAmount = pow(splitAmount, 3.0);
splitAmount *= 0.05;
float distance = length(uv - float2(0.5, 0.5));
splitAmount *= _Fading * _Amount;
splitAmount *= lerp(1, distance, _CenterFading);
half3 colorR = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, float2(uv.x + splitAmount * _AmountR, uv.y)).rgb;
half4 sceneColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv);
half3 colorB = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, float2(uv.x - splitAmount * _AmountB, uv.y)).rgb;
half3 splitColor = half3(colorR.r, sceneColor.g, colorB.b);
half3 finalColor = lerp(sceneColor.rgb, splitColor, _Fading);
return half4(finalColor, 1.0);
}
half4 Frag_Vertical(VaryingsDefault i) : SV_Target
{
float2 uv = i.texcoord.xy;
half time = _TimeX * 6 * _Speed;
half splitAmount = (1.0 + sin(time)) * 0.5;
splitAmount *= 1.0 + sin(time * 2) * 0.5;
splitAmount = pow(splitAmount, 3.0);
splitAmount *= 0.05;
float distance = length(uv - float2(0.5, 0.5));
splitAmount *= _Fading * _Amount;
splitAmount *= _Fading * _Amount;
half3 colorR = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, float2(uv.x , uv.y + splitAmount * _AmountR)).rgb;
half4 sceneColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv);
half3 colorB = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, float2(uv.x, uv.y - splitAmount * _AmountB)).rgb;
half3 splitColor = half3(colorR.r, sceneColor.g, colorB.b);
half3 finalColor = lerp(sceneColor.rgb, splitColor, _Fading);
return half4(finalColor, 1.0);
}
half4 Frag_Horizontal_Vertical(VaryingsDefault i) : SV_Target
{
float2 uv = i.texcoord.xy;
half time = _TimeX * 6 * _Speed;
half splitAmount = (1.0 + sin(time)) * 0.5;
splitAmount *= 1.0 + sin(time * 2) * 0.5;
splitAmount = pow(splitAmount, 3.0);
splitAmount *= 0.05;
float distance = length(uv - float2(0.5, 0.5));
splitAmount *= _Fading * _Amount;
splitAmount *= _Fading * _Amount;
float splitAmountR = splitAmount * _AmountR;
float splitAmountB = splitAmount * _AmountB;
half3 colorR = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, float2(uv.x + splitAmountR, uv.y + splitAmountR)).rgb;
half4 sceneColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv);
half3 colorB = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, float2(uv.x - splitAmountB, uv.y - splitAmountB)).rgb;
half3 splitColor = half3(colorR.r, sceneColor.g, colorB.b);
half3 finalColor = lerp(sceneColor.rgb, splitColor, _Fading);
return half4(finalColor, 1.0);
}
ENDHLSL
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass
{
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment Frag_Horizontal
ENDHLSL
}
Pass
{
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment Frag_Vertical
ENDHLSL
}
Pass
{
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment Frag_Horizontal_Vertical
ENDHLSL
}
}
}