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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>
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//----------------------------------------------------------------------------------------------------------
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// X-PostProcessing Library
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// https://github.com/QianMo/X-PostProcessing-Library
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// Copyright (C) 2020 QianMo. All rights reserved.
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// Licensed under the MIT License
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// You may not use this file except in compliance with the License.You may obtain a copy of the License at
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// http://opensource.org/licenses/MIT
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//----------------------------------------------------------------------------------------------------------
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Shader "Hidden/X-PostProcessing/Glitch/ImageBlock"
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{
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HLSLINCLUDE
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#include "../../../Shaders/StdLib.hlsl"
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#include "../../../Shaders/XPostProcessing.hlsl"
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uniform half3 _Params;
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uniform half4 _Params2;
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uniform half3 _Params3;
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#define _TimeX _Params.x
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#define _Offset _Params.y
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#define _Fade _Params.z
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#define _BlockLayer1_U _Params2.w
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#define _BlockLayer1_V _Params2.x
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#define _BlockLayer2_U _Params2.y
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#define _BlockLayer2_V _Params2.z
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#define _RGBSplit_Indensity _Params3.x
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#define _BlockLayer1_Indensity _Params3.y
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#define _BlockLayer2_Indensity _Params3.z
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float randomNoise(float2 seed)
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{
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return frac(sin(dot(seed * floor(_TimeX * 30.0), float2(127.1, 311.7))) * 43758.5453123);
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}
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float randomNoise(float seed)
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{
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return randomNoise(float2(seed, 1.0));
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}
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float4 Frag(VaryingsDefault i): SV_Target
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{
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float2 uv = i.texcoord.xy;
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//求解第一层blockLayer
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float2 blockLayer1 = floor(uv * float2(_BlockLayer1_U, _BlockLayer1_V));
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float2 blockLayer2 = floor(uv * float2(_BlockLayer2_U, _BlockLayer2_V));
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//return float4(blockLayer1, blockLayer2);
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float lineNoise1 = pow(randomNoise(blockLayer1), _BlockLayer1_Indensity);
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float lineNoise2 = pow(randomNoise(blockLayer2), _BlockLayer2_Indensity);
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float RGBSplitNoise = pow(randomNoise(5.1379), 7.1) * _RGBSplit_Indensity;
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float lineNoise = lineNoise1 * lineNoise2 * _Offset - RGBSplitNoise;
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float4 colorR = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv);
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float4 colorG = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv + float2(lineNoise * 0.05 * randomNoise(7.0), 0));
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float4 colorB = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv - float2(lineNoise * 0.05 * randomNoise(23.0), 0));
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float4 result = float4(float3(colorR.x, colorG.y, colorB.z), colorR.a + colorG.a + colorB.a);
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result = lerp(colorR, result, _Fade);
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return result;
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}
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float4 Frag_Debug(VaryingsDefault i): SV_Target
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{
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float2 uv = i.texcoord.xy;
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float2 blockLayer1 = floor(uv * float2(_BlockLayer1_U, _BlockLayer1_V));
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float2 blockLayer2 = floor(uv * float2(_BlockLayer2_U, _BlockLayer2_V));
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float lineNoise1 = pow(randomNoise(blockLayer1), _BlockLayer1_Indensity);
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float lineNoise2 = pow(randomNoise(blockLayer2), _BlockLayer2_Indensity);
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float RGBSplitNoise = pow(randomNoise(5.1379), 7.1) * _RGBSplit_Indensity;
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float lineNoise = lineNoise1 * lineNoise2 * _Offset - RGBSplitNoise;
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return float4(lineNoise, lineNoise, lineNoise, 1);
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}
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ENDHLSL
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SubShader
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{
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Cull Off ZWrite Off ZTest Always
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Pass
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{
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HLSLPROGRAM
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#pragma vertex VertDefault
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#pragma fragment Frag
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ENDHLSL
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}
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Pass
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{
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HLSLPROGRAM
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#pragma vertex VertDefault
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#pragma fragment Frag_Debug
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ENDHLSL
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}
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}
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}
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