revival/game/Assets/Shaders/glitch.shader

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// This shader draws a texture on the mesh.
Shader "KernelPanic/glitch"
{
// The _BaseMap variable is visible in the Material's Inspector, as a field
// called Base Map.
Properties
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{
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[HDR] _BaseColor("Base Color", Color) = (1,1,1,1)
[HDR] _NoiseColor("Noise Color", Color) = (1,1,1,1)
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[HDR] _GlitchColor("Glitch Color", Color) = (1,1,1,1)
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_BaseMap("Base Map", 2D) = "white"
_NoiseMap1("Noise 1", 2D) = "black"
_GlitchTex("Glitch Tex", 2D) = "black"
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[Range(0,1)] _Distortion("Distortion", Float) = 0
_Intensity("Intensity", Float) = 1
_TrailScatter("Trail Scatter", Float) = 0.02
_VertShake("Vertex Shake", Float) = 0.05
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_VertFloat("Vertex Float", Float) = 0.1
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}
SubShader
{
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Tags
{
"RenderType" = "Opaque"
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"Queue" = "Geometry"
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"RenderPipeline" = "UniversalRenderPipeline"
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}
Pass
{
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Stencil
{
Ref 1
Comp always
Pass replace
}
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Cull Off
Zwrite On
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ZTest LEqual
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Blend SrcAlpha OneMinusSrcAlpha
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HLSLPROGRAM
// #pragma target 5.0
// #pragma only_renderers d3d11
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#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Assets/Shaders/random.cginc"
struct Attributes
{
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float4 positionOS : POSITION;
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// The uv variable contains the UV coordinate on the texture for the
// given vertex.
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float2 uv : TEXCOORD0;
half3 normal : NORMAL;
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};
struct Varyings
{
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float4 positionHCS : SV_POSITION;
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// The uv variable contains the UV coordinate on the texture for the
// given vertex.
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float2 uv : TEXCOORD0;
half3 normal : NORMAL;
float4 screenPos : TEXCOORD1;
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};
// This macro declares _BaseMap as a Texture2D object.
TEXTURE2D(_BaseMap);
TEXTURE2D(_NoiseMap1);
TEXTURE2D(_GlitchTex);
TEXTURE2D(_CameraDepthTexture);
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// This macro declares the sampler for the _BaseMap texture.
SAMPLER(sampler_BaseMap);
SAMPLER(sampler_NoiseMap1);
SAMPLER(sampler_GlitchTex);
SAMPLER(sampler_CameraDepthTexture);
CBUFFER_START(UnityPerMaterial)
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// The following line declares the _BaseMap_ST variable, so that you
// can use the _BaseMap variable in the fragment shader. The _ST
// suffix is necessary for the tiling and offset function to work.
float4 _BaseMap_ST;
float4 _NoiseMap_ST;
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float _VertFloat;
float _VertShake;
float _Distortion;
float _Intensity;
float _TrailScatter;
float4 _NoiseColor;
float4 _BaseColor;
float4 _GlitchColor;
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CBUFFER_END
UNITY_INSTANCING_BUFFER_START(Props)
UNITY_DEFINE_INSTANCED_PROP(float4, _Positions)
UNITY_INSTANCING_BUFFER_END(Props)
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Varyings vert(Attributes IN)
{
Varyings OUT;
OUT.normal = TransformObjectToWorldDir(IN.normal);
// OUT.normal = IN.normal;
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float4 poscs = TransformObjectToHClip(IN.positionOS);
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float4 n = SAMPLE_TEXTURE2D_LOD(_NoiseMap1, sampler_NoiseMap1, hash42(poscs+_Time), 0);
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float3 pos = IN.positionOS + (n-0.5) * _VertShake;
float4 p = UNITY_ACCESS_INSTANCED_PROP(Props, _Positions);
float t = sin(p.y*_Time.w + p.x*6.28);
float3 wpos = TransformObjectToWorld(pos);
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wpos += float3(0,t*p.z*_VertFloat,0);
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pos = TransformWorldToObject(wpos);
OUT.positionHCS = TransformObjectToHClip(pos);
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// The TRANSFORM_TEX macro performs the tiling and offset
// transformation.
OUT.uv = TRANSFORM_TEX(IN.uv, _BaseMap);
OUT.screenPos = ComputeScreenPos(OUT.positionHCS);
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return OUT;
}
half4 frag(Varyings IN) : SV_Target
{
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float2 suv = IN.screenPos.xy / IN.screenPos.w;
float d = SAMPLE_TEXTURE2D(_CameraDepthTexture, sampler_CameraDepthTexture, suv);
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// float4 p = float4(.42069, .6969, .1337, .8008135);
float4 p = UNITY_ACCESS_INSTANCED_PROP(Props, _Positions);
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float t = (p.x*sin(_Time.y)+p.w*cos(_Time.x)) * 0.5 + 0.5;
// sample regular color
float4 c = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, (IN.uv +lerp(p.xy,p.zw,0.2+0.6*t))*0.5);
// c = lerp(c, _BaseColor, 0.5);
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float4 n = SAMPLE_TEXTURE2D(_NoiseMap1, sampler_NoiseMap1, (IN.uv +lerp(p.xy,p.zw,0.9-30*t))*190);
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n *= _NoiseColor;
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// sample blended glitch
float4 g = SAMPLE_TEXTURE2D(_GlitchTex, sampler_GlitchTex,
suv + _TrailScatter*n*hash42(IN.uv));
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// g *= _GlitchColor;
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// g = 1 - g;
// sample color distorted by noise
float distortion = _Distortion + (t-0.5) * _Intensity;
float4 cd = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, IN.uv + n * distortion * t);
// float4 cn = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, IN.uv + nuv * _GlitchColor);
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// c *= _BaseColor;
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// cn = lerp(cn,(1-cn),_Distortion);
// cn += n;
// float4 color = lerp(c, cn, n);
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// cheeky bit of top shading
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float un = dot(float3(0,1,0), IN.normal); // dot of up and normal
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c = lerp(c,_BaseColor,un*(1-d));
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// color += (1-abs(un)) *_BaseColor;
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c = lerp(n, c, g);
// c = min(c, float4(1, 1, 1, 1));
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c += n*_NoiseColor;
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// c = lerp(n,c,0.5);
// c = lerp(c, _BaseColor, _BaseColor.a);
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return c * _BaseColor;
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}
ENDHLSL
}
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UsePass "Universal Render Pipeline/Lit/DepthOnly"
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}
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}