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119 lines
2.2 KiB
119 lines
2.2 KiB
// Colorful FX - Unity Asset |
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// Copyright (c) 2015 - Thomas Hourdel |
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// http://www.thomashourdel.com |
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Shader "Hidden/Colorful/Glitch" |
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{ |
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Properties |
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{ |
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_MainTex ("Base (RGB)", 2D) = "white" {} |
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} |
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SubShader |
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{ |
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ZTest Always Cull Off ZWrite Off |
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Fog { Mode off } |
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// Interference |
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Pass |
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{ |
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CGPROGRAM |
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#pragma vertex vert_img |
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#pragma fragment frag |
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#pragma fragmentoption ARB_precision_hint_fastest |
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#include "UnityCG.cginc" |
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#pragma target 3.0 |
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sampler2D _MainTex; |
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half3 _Params; // x: speed, y: density, z: maxDisplace |
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inline half rand(half2 seed) |
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{ |
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return frac(sin(dot(seed * floor(_Time.y * _Params.x), half2(127.1, 311.7))) * 43758.5453123); |
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} |
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inline half rand(half seed) |
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{ |
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return rand(half2(seed, 1.0)); |
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} |
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half4 frag(v2f_img i) : SV_Target |
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{ |
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half2 rblock = rand(floor(i.uv * _Params.y)); |
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half displaceNoise = pow(rblock.x, 8.0) * pow(rblock.x, 3.0) - pow(rand(7.2341), 17.0) * _Params.z; |
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half r = tex2D(_MainTex, i.uv).r; |
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half g = tex2D(_MainTex, i.uv + half2(displaceNoise * 0.05 * rand(7.0), 0.0)).g; |
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half b = tex2D(_MainTex, i.uv - half2(displaceNoise * 0.05 * rand(13.0), 0.0)).b; |
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return half4(r, g, b, 1.0); |
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} |
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ENDCG |
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} |
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// Tearing |
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Pass |
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{ |
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CGPROGRAM |
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#pragma vertex vert_img |
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#pragma fragment frag_tearing |
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#pragma fragmentoption ARB_precision_hint_fastest |
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#pragma target 3.0 |
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#include "./Glitch.cginc" |
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ENDCG |
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} |
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Pass |
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{ |
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CGPROGRAM |
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#pragma vertex vert_img |
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#pragma fragment frag_tearing |
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#pragma fragmentoption ARB_precision_hint_fastest |
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#pragma target 3.0 |
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#define ALLOW_FLIPPING |
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#include "./Glitch.cginc" |
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ENDCG |
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} |
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Pass |
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{ |
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CGPROGRAM |
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#pragma vertex vert_img |
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#pragma fragment frag_tearing |
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#pragma fragmentoption ARB_precision_hint_fastest |
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#pragma target 3.0 |
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#define YUV_COLOR_BLEEDING |
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#include "./Glitch.cginc" |
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ENDCG |
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} |
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Pass |
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{ |
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CGPROGRAM |
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#pragma vertex vert_img |
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#pragma fragment frag_tearing |
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#pragma fragmentoption ARB_precision_hint_fastest |
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#pragma target 3.0 |
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#define ALLOW_FLIPPING |
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#define YUV_COLOR_BLEEDING |
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#include "./Glitch.cginc" |
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ENDCG |
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} |
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} |
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FallBack off |
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}
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