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{} + serializedVersion: 11 + mipmaps: + mipMapMode: 0 + enableMipMap: 1 + sRGBTexture: 1 + linearTexture: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapsPreserveCoverage: 0 + alphaTestReferenceValue: 0.5 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: 0.25 + normalMapFilter: 0 + isReadable: 0 + streamingMipmaps: 0 + streamingMipmapsPriority: 0 + vTOnly: 0 + grayScaleToAlpha: 0 + generateCubemap: 6 + cubemapConvolution: 1 + seamlessCubemap: 1 + textureFormat: 1 + maxTextureSize: 2048 + textureSettings: + serializedVersion: 2 + filterMode: 2 + aniso: 0 + mipBias: 0 + wrapU: 1 + wrapV: 1 + wrapW: 1 + nPOTScale: 1 + lightmap: 0 + compressionQuality: 50 + spriteMode: 0 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: 0.5, y: 0.5} + spritePixelsToUnits: 100 + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spriteGenerateFallbackPhysicsShape: 1 + alphaUsage: 1 + alphaIsTransparency: 0 + 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textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: Android + maxTextureSize: 8192 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: Windows Store Apps + maxTextureSize: 8192 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + physicsShape: [] + bones: [] + spriteID: + internalID: 0 + vertices: [] + indices: + edges: [] + weights: [] + secondaryTextures: [] + spritePackingTag: + pSDRemoveMatte: 0 + pSDShowRemoveMatteOption: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/game/Assets/Scripts/Rendering/BlendPass.cs b/game/Assets/Scripts/Rendering/BlendPass.cs index 120bcaf..8f2c619 100644 --- a/game/Assets/Scripts/Rendering/BlendPass.cs +++ b/game/Assets/Scripts/Rendering/BlendPass.cs @@ -1,55 +1,47 @@ -using System; -using System.Collections; -using System.Collections.Generic; using UnityEngine; -using UnityEngine.InputSystem; using UnityEngine.Rendering; using UnityEngine.Rendering.Universal; public class BlendPass : ScriptableRenderPass { - public GlitchFeature.Settings Settings { get; set; } - + private GlitchFeature.Settings _settings; private RenderTargetIdentifier _src; private RenderTargetIdentifier _dest; - private RenderTargetHandle _tempTex; - private RenderTargetIdentifier _cameraColor; + private int _temporaryRTID = Shader.PropertyToID("_TempRT"); + private RenderTargetIdentifier _temp; - public void Setup(RenderTargetIdentifier cameraColor) + public BlendPass(GlitchFeature.Settings settings) { - _cameraColor = cameraColor; - } - - public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) - { - base.Configure(cmd, cameraTextureDescriptor); - - _src = new RenderTargetIdentifier(Settings.glitchTex); - _dest = new RenderTargetIdentifier(Settings.blendTex); - - cmd.GetTemporaryRT(_tempTex.id, Settings.blendTex.descriptor); + _settings = settings; + _src = new RenderTargetIdentifier(_settings.stencilTex); + _dest = new RenderTargetIdentifier(_settings.blendTex); + _temp = new RenderTargetIdentifier(_temporaryRTID); } public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { var cmd = CommandBufferPool.Get(); + cmd.GetTemporaryRT(_temporaryRTID, _settings.blendTex.descriptor); + // set properties on material - var blend = Settings.blendMat; - blend.SetFloat("_Sample", Settings.sample); + var blend = _settings.blendMat; + blend.SetFloat("_Sample", _settings.sample * Time.deltaTime); + blend.SetTexture("_BlendTex", _settings.blendTex); // blend.SetFloat("_DeltaTime", Time.deltaTime); // blend.SetTexture("_GlitchTex", Settings.glitchTex); // blend.SetTexture("_BlendTex", Settings.blendTex); - cmd.Blit(_src,_dest,blend); + cmd.Blit(_src,_temporaryRTID,blend); + cmd.Blit(_temporaryRTID, _dest); context.ExecuteCommandBuffer(cmd); } public override void FrameCleanup(CommandBuffer cmd) { - cmd.ReleaseTemporaryRT(_tempTex.id); + cmd.ReleaseTemporaryRT(_temporaryRTID); } } diff --git a/game/Assets/Scripts/Rendering/CameraRenderer.cs b/game/Assets/Scripts/Rendering/CameraRenderer.cs new file mode 100644 index 0000000..721c80b --- /dev/null +++ b/game/Assets/Scripts/Rendering/CameraRenderer.cs @@ -0,0 +1,158 @@ +using System.Collections; +using System.Collections.Generic; +using TMPro; +using UnityEditor; +using UnityEngine; +using UnityEngine.Profiling; +using UnityEngine.Rendering; + +public partial class CameraRenderer +{ + private const string BUFFER_NAME = "Render Camera"; +#if UNITY_EDITOR + private string SampleName { get; set; } +#else + const string SampleName = BUFFER_NAME; +#endif + + private static ShaderTagId _unlitShaderTagId = new ShaderTagId("SRPDefaultUnlit"); + + private static ShaderTagId[] _legacyShaderTagIds = + { + new ShaderTagId("Always"), + new ShaderTagId("ForwardBase"), + new ShaderTagId("PrepassBase"), + new ShaderTagId("Vertex"), + new ShaderTagId("VertexLMRGBM"), + new ShaderTagId("VertexLM"), + }; + + private ScriptableRenderContext _context; + private Camera _camera; + private CullingResults _cullingResults; + + private readonly CommandBuffer _buffer = new CommandBuffer() + { + name = BUFFER_NAME + }; + + public void Render(ScriptableRenderContext context, Camera camera) + { + _context = context; + _camera = camera; + + PrepareBuffer(); + PrepareForSceneWindow(); + if (!Cull()) return; + + Setup(); + + DrawVisibleGeometry(); + DrawUnsupportedShaders(); + DrawGizmos(); + + SubmitEvent(); + } + + partial void PrepareBuffer(); + partial void PrepareForSceneWindow(); + partial void DrawUnsupportedShaders(); + partial void DrawGizmos(); + + private void DrawVisibleGeometry() + { + var sortingSettings = new SortingSettings(_camera) + { + criteria = SortingCriteria.CommonOpaque + }; + var drawingSettings = new DrawingSettings(_unlitShaderTagId, sortingSettings); + var filteringSettings = new FilteringSettings(RenderQueueRange.opaque); + + _context.DrawRenderers(_cullingResults, ref drawingSettings, ref filteringSettings); + + _context.DrawSkybox(_camera); + + sortingSettings.criteria = SortingCriteria.CommonTransparent; + drawingSettings.sortingSettings = sortingSettings; + filteringSettings.renderQueueRange = RenderQueueRange.transparent; + + _context.DrawRenderers(_cullingResults, ref drawingSettings, ref filteringSettings); + } + + private bool Cull() + { + if (_camera.TryGetCullingParameters(out var p)) + { + _cullingResults = _context.Cull(ref p); + return true; + } + + return false; + } + + private void Setup() + { + _context.SetupCameraProperties(_camera); + CameraClearFlags flags = _camera.clearFlags; + _buffer.ClearRenderTarget( + flags <= CameraClearFlags.Depth, + flags == CameraClearFlags.Color, + flags == CameraClearFlags.Color ? _camera.backgroundColor.linear : Color.clear); + _buffer.BeginSample(SampleName); + ExecuteBuffer(); + } + + private void ExecuteBuffer() + { + _context.ExecuteCommandBuffer(_buffer); + _buffer.Clear(); + } + + private void SubmitEvent() + { + _buffer.EndSample(SampleName); + ExecuteBuffer(); + _context.Submit(); + } +} + +#region Editor +#if UNITY_EDITOR +public partial class CameraRenderer +{ + partial void DrawUnsupportedShaders() + { + var drawingSettings = new DrawingSettings(_legacyShaderTagIds[0], new SortingSettings(_camera)); + var filteringSettings = FilteringSettings.defaultValue; + _context.DrawRenderers(_cullingResults, ref drawingSettings, ref filteringSettings); + for (int i = 1; i < _legacyShaderTagIds.Length; i++) { + drawingSettings.SetShaderPassName(i, _legacyShaderTagIds[i]); + } + } + + partial void DrawGizmos() + { + if (Handles.ShouldRenderGizmos()) + { + _context.DrawGizmos(_camera,GizmoSubset.PreImageEffects); + _context.DrawGizmos(_camera,GizmoSubset.PostImageEffects); + } + } + + partial void PrepareBuffer() + { + Profiler.BeginSample("Editor Only"); + _buffer.name = SampleName = _camera.name; + Profiler.EndSample(); + } + + partial void PrepareForSceneWindow() + { + if (_camera.cameraType == CameraType.SceneView) + { + ScriptableRenderContext.EmitWorldGeometryForSceneView(_camera); + } + } +} +#endif +#endregion \ No newline at end of file diff --git a/game/Assets/Scripts/Rendering/CameraRenderer.cs.meta b/game/Assets/Scripts/Rendering/CameraRenderer.cs.meta new file mode 100644 index 0000000..3624357 --- /dev/null +++ b/game/Assets/Scripts/Rendering/CameraRenderer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e8726c453899e54428ec7c68c3e4f5ab +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/game/Assets/Scripts/Rendering/GlitchFeature.cs b/game/Assets/Scripts/Rendering/GlitchFeature.cs index dc78207..7a78080 100644 --- a/game/Assets/Scripts/Rendering/GlitchFeature.cs +++ b/game/Assets/Scripts/Rendering/GlitchFeature.cs @@ -12,10 +12,12 @@ public class GlitchFeature : ScriptableRendererFeature public class Settings { public RenderTexture glitchTex; + public RenderTexture stencilTex; public RenderTexture blendTex; public Material blendMat; public Material fadeMat; + public Material stencilMat; public float sample; public float fadeStrength; @@ -25,23 +27,26 @@ public class GlitchFeature : ScriptableRendererFeature private GlitchPass _glitchPass; private BlendPass _blendPass; + private GlitchStencilPass _stencilPass; public override void Create() { - _blendPass = new BlendPass(); + _blendPass = new BlendPass(_settings); _glitchPass = new GlitchPass(); + _stencilPass = new GlitchStencilPass(_settings); } public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) { - // var cmd = CommandBufferPool.Get(); - + // get glitch stencil information + _stencilPass.renderPassEvent = RenderPassEvent.AfterRendering; + renderer.EnqueuePass(_stencilPass); + _blendPass.renderPassEvent = RenderPassEvent.BeforeRenderingPostProcessing; - _blendPass.Settings = _settings; renderer.EnqueuePass(_blendPass); - - _glitchPass.renderPassEvent = RenderPassEvent.AfterRenderingOpaques; - _glitchPass.Settings = _settings; - renderer.EnqueuePass(_glitchPass); + + // _glitchPass.renderPassEvent = RenderPassEvent.AfterRenderingOpaques; + // _glitchPass.Settings = _settings; + // renderer.EnqueuePass(_glitchPass); } } diff --git a/game/Assets/Scripts/Rendering/GlitchPass.cs b/game/Assets/Scripts/Rendering/GlitchPass.cs index 3113898..fe71526 100644 --- a/game/Assets/Scripts/Rendering/GlitchPass.cs +++ b/game/Assets/Scripts/Rendering/GlitchPass.cs @@ -13,6 +13,9 @@ public class GlitchPass : ScriptableRenderPass public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData) { + RenderTextureDescriptor blitTargetDescriptor = renderingData.cameraData.cameraTargetDescriptor; + blitTargetDescriptor.depthBufferBits = 0; + var renderer = renderingData.cameraData.renderer; } public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) diff --git a/game/Assets/Scripts/Rendering/GlitchRenderPipelineAsset.cs b/game/Assets/Scripts/Rendering/GlitchRenderPipelineAsset.cs index 2abbbc0..8e1146a 100644 --- a/game/Assets/Scripts/Rendering/GlitchRenderPipelineAsset.cs +++ b/game/Assets/Scripts/Rendering/GlitchRenderPipelineAsset.cs @@ -2,10 +2,18 @@ using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Rendering; +using UnityEngine.Rendering.Universal; [CreateAssetMenu(menuName = "KernelPanic/Rendering/Glitch Render Pipeline Asset")] public class GlitchRenderPipelineAsset : RenderPipelineAsset { + [System.Serializable] + public class Settings + { + public ForwardRenderer forwardRenderer; + } + public Settings settings; + protected override RenderPipeline CreatePipeline() { return new GlitchRenderPipelineInstance(); diff --git a/game/Assets/Scripts/Rendering/GlitchRenderPipelineInstance.cs b/game/Assets/Scripts/Rendering/GlitchRenderPipelineInstance.cs index b4eee4a..c009b4e 100644 --- a/game/Assets/Scripts/Rendering/GlitchRenderPipelineInstance.cs +++ b/game/Assets/Scripts/Rendering/GlitchRenderPipelineInstance.cs @@ -2,10 +2,22 @@ using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Rendering; +using UnityEngine.Rendering.Universal; public class GlitchRenderPipelineInstance : RenderPipeline { - protected override void Render(ScriptableRenderContext context, Camera[] cameras) + private readonly CameraRenderer _renderer = new CameraRenderer(); + private ForwardRenderer _forwardRenderer; + + public GlitchRenderPipelineInstance() { } + + protected override void Render(ScriptableRenderContext context, Camera[] cameras) + { + foreach (var camera in cameras) + { + _renderer.Render(context, camera); + } + } } diff --git a/game/Assets/Scripts/Rendering/GlitchRenderer.cs b/game/Assets/Scripts/Rendering/GlitchRenderer.cs new file mode 100644 index 0000000..2b11d26 --- /dev/null +++ b/game/Assets/Scripts/Rendering/GlitchRenderer.cs @@ -0,0 +1,17 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Rendering; +using UnityEngine.Rendering.Universal; + +public class GlitchRenderer : ScriptableRenderer +{ + public GlitchRenderer(ScriptableRendererData data) : base(data) + { + } + + public override void Setup(ScriptableRenderContext context, ref RenderingData renderingData) + { + throw new System.NotImplementedException(); + } +} diff --git a/game/Assets/Scripts/Rendering/GlitchRenderer.cs.meta b/game/Assets/Scripts/Rendering/GlitchRenderer.cs.meta new file mode 100644 index 0000000..4c081f7 --- /dev/null +++ b/game/Assets/Scripts/Rendering/GlitchRenderer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3fc06b902517f6140a0c6698c7426cf2 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/game/Assets/Scripts/Rendering/GlitchStencilPass.cs b/game/Assets/Scripts/Rendering/GlitchStencilPass.cs new file mode 100644 index 0000000..041d186 --- /dev/null +++ b/game/Assets/Scripts/Rendering/GlitchStencilPass.cs @@ -0,0 +1,32 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Rendering; +using UnityEngine.Rendering.Universal; + +public class GlitchStencilPass : ScriptableRenderPass +{ + private readonly GlitchFeature.Settings _settings; + + private readonly RenderTargetIdentifier _src; + private readonly RenderTargetIdentifier _dest; + + public GlitchStencilPass(GlitchFeature.Settings settings) + { + _settings = settings; + _src = new RenderTargetIdentifier(_settings.glitchTex); + _dest = new RenderTargetIdentifier(_settings.stencilTex); + } + + // input is the view of the glitch camera + public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) + { + var cmd = CommandBufferPool.Get(); + + var stencil = _settings.stencilMat; + + cmd.Blit(_src,_dest,stencil); + + context.ExecuteCommandBuffer(cmd); + } +} diff --git a/game/Assets/Scripts/Rendering/GlitchStencilPass.cs.meta b/game/Assets/Scripts/Rendering/GlitchStencilPass.cs.meta new file mode 100644 index 0000000..1047e1e --- /dev/null +++ b/game/Assets/Scripts/Rendering/GlitchStencilPass.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ecc649adc40bba04b9023807907e3c42 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/game/Assets/Settings/Rendering/ForwardRenderer.asset b/game/Assets/Settings/Rendering/ForwardRenderer.asset index 3856ab7..a36f994 100644 --- a/game/Assets/Settings/Rendering/ForwardRenderer.asset +++ b/game/Assets/Settings/Rendering/ForwardRenderer.asset @@ -58,8 +58,10 @@ MonoBehaviour: m_Active: 1 _settings: glitchTex: {fileID: 8400000, guid: 643f93434e571d744a700fb58c7fd2c2, type: 2} + stencilTex: {fileID: 8400000, guid: 04671469e1b1188409f7cb42fb279f1f, type: 2} blendTex: {fileID: 8400000, guid: 36a2435496603f54cb0ed075dccd1146, type: 2} blendMat: {fileID: 2100000, guid: da580221ba039484c9583941b62b78c5, type: 2} fadeMat: {fileID: 2100000, guid: eaee005f02a8524439f9f42ab8dc0001, type: 2} - sample: 0.9 + stencilMat: {fileID: 2100000, guid: c18cedeba1756944287bd75fd60c2b5e, type: 2} + sample: 0.5 fadeStrength: 1 diff --git a/game/Assets/Shaders/add.shader b/game/Assets/Shaders/add.shader index ad43056..1e2292c 100644 --- a/game/Assets/Shaders/add.shader +++ b/game/Assets/Shaders/add.shader @@ -46,15 +46,18 @@ Shader "KernelPanic/add" // SAMPLER(sampler_NoiseMap); sampler2D _MainTex; - // sampler2D _GlitchTex; + sampler2D _BlendTex; float _Sample; fixed4 frag (v2f i) : SV_Target { // sample raw glitch - - float4 c = float4(tex2D(_MainTex, i.uv).rgb, _Sample); + + float4 c = tex2D(_MainTex, i.uv); + float4 b = tex2D(_BlendTex, i.uv); + + return lerp(b,c,_Sample); // float4 c = tex2D(_MainTex, i.uv); // c.a = _Sample; diff --git a/game/Assets/Shaders/glitch.shader b/game/Assets/Shaders/glitch.shader index 578cb7f..8848aef 100644 --- a/game/Assets/Shaders/glitch.shader +++ b/game/Assets/Shaders/glitch.shader @@ -31,6 +31,13 @@ Shader "KernelPanic/glitch" Pass { + Stencil + { + Ref 1 + Comp always + Pass replace + } + Cull Off Zwrite On ZTest LEqual @@ -66,16 +73,6 @@ Shader "KernelPanic/glitch" float4 screenPos : TEXCOORD1; }; - float _Distortion; - float _Intensity; - float _TrailScatter; - float _VertShake; - float _VertFloat; - - float4 _NoiseColor; - float4 _BaseColor; - float4 _GlitchColor; - // This macro declares _BaseMap as a Texture2D object. TEXTURE2D(_BaseMap); TEXTURE2D(_NoiseMap1); @@ -88,7 +85,6 @@ Shader "KernelPanic/glitch" SAMPLER(sampler_GlitchTex); SAMPLER(sampler_CameraDepthTexture); - CBUFFER_START(UnityPerMaterial) // The following line declares the _BaseMap_ST variable, so that you // can use the _BaseMap variable in the fragment shader. The _ST @@ -96,6 +92,15 @@ Shader "KernelPanic/glitch" float4 _BaseMap_ST; float4 _NoiseMap_ST; + float _VertFloat; + float _VertShake; + float _Distortion; + float _Intensity; + float _TrailScatter; + + float4 _NoiseColor; + float4 _BaseColor; + float4 _GlitchColor; CBUFFER_END UNITY_INSTANCING_BUFFER_START(Props) @@ -108,10 +113,9 @@ Shader "KernelPanic/glitch" OUT.normal = TransformObjectToWorldDir(IN.normal); // OUT.normal = IN.normal; - float4 poscs = TransformObjectToHClip(IN.positionOS); - float4 n = SAMPLE_TEXTURE2D_LOD(_NoiseMap1, sampler_NoiseMap1, hash42(poscs), 0); + float4 n = SAMPLE_TEXTURE2D_LOD(_NoiseMap1, sampler_NoiseMap1, hash42(poscs+_Time), 0); float3 pos = IN.positionOS + (n-0.5) * _VertShake; float4 p = UNITY_ACCESS_INSTANCED_PROP(Props, _Positions); @@ -147,13 +151,13 @@ Shader "KernelPanic/glitch" 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); - float4 n = SAMPLE_TEXTURE2D(_NoiseMap1, sampler_NoiseMap1, (IN.uv +lerp(p.xy,p.zw,0.9-30*t))*19); + float4 n = SAMPLE_TEXTURE2D(_NoiseMap1, sampler_NoiseMap1, (IN.uv +lerp(p.xy,p.zw,0.9-30*t))*190); n *= _NoiseColor; // sample blended glitch float4 g = SAMPLE_TEXTURE2D(_GlitchTex, sampler_GlitchTex, suv + _TrailScatter*n*hash42(IN.uv)); - g *= _GlitchColor; + // g *= _GlitchColor; // g = 1 - g; @@ -171,18 +175,18 @@ Shader "KernelPanic/glitch" // cheeky bit of top shading float un = dot(float3(0,1,0), IN.normal); // dot of up and normal - c = lerp(c,_BaseColor,un*d); + c = lerp(c,_BaseColor,un*(1-d)); // color += (1-abs(un)) *_BaseColor; - c = lerp(c, cd, g); - c = min(c, float4(1, 1, 1, 1)); + c = lerp(n, c, g); + // c = min(c, float4(1, 1, 1, 1)); - c += n; + c += n*_NoiseColor; // c = lerp(n,c,0.5); // c = lerp(c, _BaseColor, _BaseColor.a); - return c; + return c * _BaseColor; } ENDHLSL } diff --git a/game/Assets/Shaders/stencil.shader b/game/Assets/Shaders/stencil.shader index 5f9057f..33accba 100644 --- a/game/Assets/Shaders/stencil.shader +++ b/game/Assets/Shaders/stencil.shader @@ -2,19 +2,23 @@ Shader "KernelPanic/stencil" { Properties { -// _NoiseTex ("Noise Tex", 2D) = "black" [HideInInspector]_MainTex ("Base (RGB)", 2D) = "white" {} - _GlitchBlendTex ("Glitch", 2D) = "black" {} - _NoiseTex ("Noise", 2D) = "black" {} -// [Range(0,1)] _Sample ("Sample", Float) = 0.5 } SubShader { // No culling or depth - Cull Off ZWrite Off ZTest Always Blend SrcAlpha OneMinusSrcAlpha - +// Cull Off ZWrite Off ZTest Always Blend SrcAlpha OneMinusSrcAlpha + Tags {"RenderType"="Opaque" "Queue"="Geometry"} Pass { + Stencil + { + //Ref 1 + //Comp equal + //Pass keep + //ZFail keep + } + CGPROGRAM #pragma vertex vert #pragma fragment frag @@ -40,37 +44,16 @@ Shader "KernelPanic/stencil" o.uv = v.uv; return o; } - + sampler2D _MainTex; - sampler2D _GlitchBlendTex; - sampler2D _NoiseTex; - sampler2D _CameraDepthTexture; - - float _Sample; fixed4 frag (v2f i) : SV_Target { - // depth - float d = tex2D(_CameraDepthTexture, i.uv); - - // sample frame float4 c = tex2D(_MainTex, i.uv); - // sample noise - float2 scroll = float2(sin(_Time.y), cos(_Time.w)); - float4 n = tex2D(_NoiseTex, i.uv + scroll); - - // sample frame but with noise - float4 cn = tex2D(_MainTex, i.uv + n.xy); + return lerp(float4(1,0,0,0),float4(0,0,0,0),step(c.a,0.001)); - // raw blended glitch used to blend between things - float4 g = tex2D(_GlitchBlendTex, i.uv); - - // c = lerp(c,cn,g); - c = lerp(c,g,g); - - return c; - // return tex2D(_CameraDepthTexture, i.uv); + // return float4(1,1,1,1); } ENDCG } diff --git a/game/Assets/Textures/Glitch.meta b/game/Assets/Textures/Glitch.meta new file mode 100644 index 0000000..d012507 --- /dev/null +++ b/game/Assets/Textures/Glitch.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: ef80afdc9496933418ecf0344649aaf4 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/game/ProjectSettings/GraphicsSettings.asset b/game/ProjectSettings/GraphicsSettings.asset index 639aeca..ebe1341 100644 --- a/game/ProjectSettings/GraphicsSettings.asset +++ b/game/ProjectSettings/GraphicsSettings.asset @@ -43,7 +43,7 @@ GraphicsSettings: - {fileID: -6465566751694194690, guid: a2ce310af2093b943a51a8ca043d3d85, type: 3} m_PreloadedShaders: [] m_SpritesDefaultMaterial: {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0} - m_CustomRenderPipeline: {fileID: 11400000, guid: 19ba41d7c0026c3459d37c2fe90c55a0, type: 2} + m_CustomRenderPipeline: {fileID: 11400000, guid: c3e45f135ebca7c489132c06c327fb25, type: 2} m_TransparencySortMode: 0 m_TransparencySortAxis: {x: 0, y: 0, z: 1} m_DefaultRenderingPath: 1