HeavenStudio/Assets/X-PostProcessing/Effects/GlitchWaveJitter/Shader/GlitchWaveJitter.shader
wookywok 92962fef26
Retro VFX! (also airboarder works now) (#780)
* Super Retro VFX!

* Updated Screen Jump default

* also airboarder works now

---------

Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-03-11 21:21:51 +00:00

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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/WaveJitter"
{
HLSLINCLUDE
#include "../../../Shaders/XPostProcessing.hlsl"
#include "../../../Shaders/XNoiseLibrary.hlsl"
#pragma shader_feature USING_FREQUENCY_INFINITE
uniform half4 _Params;
half2 _Resolution;
#define _Frequency _Params.x
#define _RGBSplit _Params.y
#define _Speed _Params.z
#define _Amount _Params.w
float4 Frag_Horizontal(VaryingsDefault i): SV_Target
{
half strength = 0.0;
#if USING_FREQUENCY_INFINITE
strength = 1;
#else
strength = 0.5 + 0.5 *cos(_Time.y * _Frequency);
#endif
// Prepare UV
float uv_y = i.texcoord.y * _Resolution.y;
float noise_wave_1 = snoise(float2(uv_y * 0.01, _Time.y * _Speed * 20)) * (strength * _Amount * 32.0);
float noise_wave_2 = snoise(float2(uv_y * 0.02, _Time.y * _Speed * 10)) * (strength * _Amount * 4.0);
float noise_wave_x = noise_wave_1 * noise_wave_2 / _Resolution.x;
float uv_x = i.texcoord.x + noise_wave_x;
float rgbSplit_uv_x = (_RGBSplit * 50 + (20.0 * strength + 1.0)) * noise_wave_x / _Resolution.x;
// Sample RGB Color-
half4 colorG = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, float2(uv_x, i.texcoord.y));
half4 colorRB = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, float2(uv_x + rgbSplit_uv_x, i.texcoord.y));
return half4(colorRB.r, colorG.g, colorRB.b, colorRB.a + colorG.a);
}
float4 Frag_Vertical(VaryingsDefault i) : SV_Target
{
half strength = 0.0;
#if USING_FREQUENCY_INFINITE
strength = 1;
#else
strength = 0.5 + 0.5 * cos(_Time.y * _Frequency);
#endif
// Prepare UV
float uv_x = i.texcoord.x * _Resolution.x;
float noise_wave_1 = snoise(float2(uv_x * 0.01, _Time.y * _Speed * 20)) * (strength * _Amount * 32.0);
float noise_wave_2 = snoise(float2(uv_x * 0.02, _Time.y * _Speed * 10)) * (strength * _Amount * 4.0);
float noise_wave_y = noise_wave_1 * noise_wave_2 / _Resolution.x;
float uv_y = i.texcoord.y + noise_wave_y;
float rgbSplit_uv_y = (_RGBSplit * 50 + (20.0 * strength + 1.0)) * noise_wave_y / _Resolution.y;
// Sample RGB Color
half4 colorG = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, float2(i.texcoord.x, uv_y));
half4 colorRB = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, float2(i.texcoord.x, uv_y + rgbSplit_uv_y));
return half4(colorRB.r, colorG.g, colorRB.b, colorRB.a + colorG.a);
}
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
}
}
}