88 lines
2.6 KiB
Plaintext
88 lines
2.6 KiB
Plaintext
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Shader "KernelPanic/fade"
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{
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Properties
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{
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// _NoiseTex ("Noise Tex", 2D) = "black"
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// [HideInInspector]_MainTex ("Base (RGB)", 2D) = "white" {}
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// _GlitchBlendTex ("Glitch", 2D) = "black" {}
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// _NoiseTex ("Noise", 2D) = "black" {}
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// [Range(0,1)] _Sample ("Sample", Float) = 0.5
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[Range(0,1)] _Strength ("Strength", Float) = 0.5
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}
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SubShader
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{
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// No culling or depth
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Cull Off ZWrite Off ZTest Always Blend SrcAlpha OneMinusSrcAlpha
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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return o;
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}
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sampler2D _MainTex;
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// sampler2D _GlitchBlendTex;
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// sampler2D _NoiseTex;
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// sampler2D _CameraDepthTexture;
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//
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// float _Sample;
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float _Strength;
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fixed4 frag (v2f i) : SV_Target
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{
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return tex2D(_MainTex, i.uv) * _Strength;
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// float4 c = tex2D(_MainTex, i.uv);
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// return float4(c.rgb,lerp(0,c.a,_Strength));
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// // depth
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// float d = tex2D(_CameraDepthTexture, i.uv);
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//
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// // sample frame
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// float4 c = tex2D(_MainTex, i.uv);
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//
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// // sample noise
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// float2 scroll = float2(sin(_Time.y), cos(_Time.w));
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// float4 n = tex2D(_NoiseTex, i.uv + scroll);
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//
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// // sample frame but with noise
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// float4 cn = tex2D(_MainTex, i.uv + n.xy);
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//
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// // raw blended glitch used to blend between things
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// float4 g = tex2D(_GlitchBlendTex, i.uv);
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//
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// // c = lerp(c,cn,g);
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// c = lerp(c,g,g);
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//
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// return c;
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// return tex2D(_CameraDepthTexture, i.uv);
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}
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ENDCG
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}
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}
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}
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