I made a mistake in the operation

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Assets/CRTEffects.meta Normal file
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# CRTEffects
post processing stack v2 にて使えるブラウン管風のエフェクトです。
## 使い方
このファイルをAssetに追加し、Post Processing Stack Volumeで"Custom/CRT"を追加すると適応されます。
Unity2019.1.1f1にて動作を確認しています。
## パラメータ
- Distort - レンズ歪みの強さ
- RGB Blend - 0だとRGBが完全に分離、1だと通常のRGB
- Bottom Collapse - 画面下部の映像が圧縮された部分の大きさ
- Noise Amount - 画面下部のノイズの量
## 参考にさせていただいたサイト樣
[notargs.com "ブラウン管風シェーダーを作った"](http://wordpress.notargs.com/blog/blog/2016/01/09/unity3d%e3%83%96%e3%83%a9%e3%82%a6%e3%83%b3%e7%ae%a1%e9%a2%a8%e3%82%b7%e3%82%a7%e3%83%bc%e3%83%80%e3%83%bc%e3%82%92%e4%bd%9c%e3%81%a3%e3%81%9f/)
[おもちゃラボ "シェーダで作るノイズ5種盛り"](http://nn-hokuson.hatenablog.com/entry/2017/01/27/195659#fBm%E3%83%8E%E3%82%A4%E3%82%BA)
[LIGHT11 "Post Processingで自作のポストエフェクトを実装する"](http://light11.hatenadiary.com/entry/2019/03/31/225111#FXAA%E3%82%92%E4%BD%BF%E3%81%86%E5%A0%B4%E5%90%88%E3%81%AF%E6%9B%B8%E3%81%8D%E6%96%B9%E3%81%AB%E6%B3%A8%E6%84%8F%E3%81%99%E3%82%8B)

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using System;
using UnityEngine;
// UnityEngine.Rendering.PostProcessingをusing
using UnityEngine.Rendering.PostProcessing;
[Serializable] // 必ずSerializableアトリビュートを付ける
[PostProcess(typeof(CRTRenderer), PostProcessEvent.AfterStack, "Custom/CRT", true)]
public sealed class CRT : PostProcessEffectSettings
{
[Range(0f, 1f)]
public FloatParameter distort = new FloatParameter { value = 0.0f };
[Range(0f, 1f)]
public FloatParameter RGBBlend = new FloatParameter { value = 1f };
[Range(0f, 1f)]
public FloatParameter BottomCollapse = new FloatParameter { value = 0f };
[Range(0f, 1f)]
public FloatParameter NoiseAmount = new FloatParameter { value = 0f };
/*// 有効化する条件はこうやって指定する(ちゃんとやっておいたほうがパフォーマンスにつながりそう)
public override bool IsEnabledAndSupported(PostProcessRenderContext context)
{
//Debug.Log(base.IsEnabledAndSupported(context));
return base.IsEnabledAndSupported(context) || distort != 0;
//return true;
}*/
}

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using UnityEngine;
using UnityEngine.Rendering.PostProcessing;
public sealed class CRTRenderer : PostProcessEffectRenderer<CRT>
{
// 初期化時の処理
public override void Init()
{
base.Init();
}
public override void Render(PostProcessRenderContext context)
{
// 内部的にプールされているMaterialPropertyBlockが保存されているPropertySheetを取得
var sheet = context.propertySheets.Get(Shader.Find("Hidden/Custom/CRT"));
// MaterialPropertyBlockに対してプロパティをセット
sheet.properties.SetFloat("_Distort", settings.distort);
sheet.properties.SetFloat("_RGBBlend", settings.RGBBlend);
sheet.properties.SetFloat("_BottomCollapse", settings.BottomCollapse);
sheet.properties.SetFloat("_NoiseAmount", settings.NoiseAmount);
sheet.properties.SetFloat("_ScreenWidth", Screen.width);
sheet.properties.SetFloat("_ScreenHeight", Screen.height);
// CommandBufferのBlitFullscreenTriangleを使って描画
context.command.BlitFullscreenTriangle(context.source, context.destination, sheet, 0);
}
// 破棄時の処理
public override void Release()
{
base.Release();
}
}

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Shader "Hidden/Custom/CRT"
{
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass
{
HLSLPROGRAM
const float PI = 3.14159265;
#pragma vertex VertDefault
#pragma fragment Frag
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl"
float rand(float2 st) {
return frac(sin(dot(st.xy, float2(12.9898, 78.233))) * 43758.5453);
}
float2 random2(float2 st){
st = float2( dot(st,float2(127.1,311.7)),
dot(st,float2(269.5,183.3)) );
return -1.0 + 2.0*frac(sin(st)*43758.5453123);
}
float perlinNoise(float2 st)
{
float2 p = floor(st);
float2 f = frac(st);
float2 u = f*f*(3.0-2.0*f);
float v00 = random2(p+float2(0,0));
float v10 = random2(p+float2(1,0));
float v01 = random2(p+float2(0,1));
float v11 = random2(p+float2(1,1));
return lerp( lerp( dot( v00, f - float2(0,0) ), dot( v10, f - float2(1,0) ), u.x ),
lerp( dot( v01, f - float2(0,1) ), dot( v11, f - float2(1,1) ), u.x ),
u.y)+0.5f;
}
TEXTURE2D_SAMPLER2D(_MainTex, sampler_MainTex);
float _Distort;
float _ScreenWidth;
float _ScreenHeight;
float _RGBBlend;
float _BottomCollapse;
float _NoiseAmount;
float4 Frag(VaryingsDefault i) : SV_Target
{
//レンズ歪み
float2 distcoord = i.texcoord;
distcoord -= 0.5;
distcoord /= 1 - length(distcoord) * _Distort;
distcoord += 0.5;
//画面のズレ
float2 linecoord = distcoord;
//linecoord.x += (sin(_Time.r * 1.5 + linecoord.y * 0.7) > 0.9) * 0.05;
float linedistsin = sin(_Time.g + linecoord.y * 2 * PI);
float linedistwidth = 0.995;
linecoord.x += (linedistsin > linedistwidth) * (linedistsin - linedistwidth);
linecoord.x += (sin(_Time.a * 100 + linecoord.y * 10)) * 0.0005;
//下部の圧縮された部分
linecoord.x -= (linecoord.y < _BottomCollapse) * rand(float2(_Time.a,linecoord.y)) * 0.1;
linecoord.y = linecoord.y < _BottomCollapse ? linecoord.y * (1 / _BottomCollapse) : linecoord.y;
//rgbずれ
float4 color;
color.r = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, linecoord + float2(0.002,0)).r ;
color.g = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, linecoord + float2(0,0)).g;
color.b = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, linecoord + float2(-0.002,0)).b;
//下部のノイズ
float noisevalue = perlinNoise(linecoord * float2(5,500) + rand(_Time) + _Time.ba);
float noiseCrit = (1 - _NoiseAmount) + max(linecoord.y - _BottomCollapse, linecoord.y < _BottomCollapse) * 2;
color.r = (noisevalue > noiseCrit) ? rand(linecoord + float2(0,1)) : color.r;
color.g = (noisevalue > noiseCrit) ? rand(linecoord + float2(1,2)) : color.g;
color.b = (noisevalue > noiseCrit) ? rand(linecoord + float2(3,4)) : color.b;
//rgb配列
float rgbmod = fmod((i.texcoord.x) * _ScreenWidth, 3);
color.r *= max(rgbmod < 1, _RGBBlend);
color.g *= max(1 < rgbmod && rgbmod < 2, _RGBBlend);
color.b *= max(2 < rgbmod, _RGBBlend);
rgbmod = fmod((i.texcoord.y) * _ScreenHeight, 4);
color.rgb *= rgbmod >= 1;
//レンズ歪みの外側
color.rgb *= 1 - (distcoord.x < 0 || distcoord.x > 1 || distcoord.y < 0 || distcoord.y > 1);
return color;
}
ENDHLSL
}
}
}

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