bunch of glitchy stuff, temple prefab

This commit is contained in:
Cat Flynn 2021-04-25 23:44:43 +01:00
parent 3344196f49
commit 9c8ff85cf1
56 changed files with 4580 additions and 345 deletions

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@ -1,55 +1,47 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.Rendering; using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal; using UnityEngine.Rendering.Universal;
public class BlendPass : ScriptableRenderPass public class BlendPass : ScriptableRenderPass
{ {
public GlitchFeature.Settings Settings { get; set; } private GlitchFeature.Settings _settings;
private RenderTargetIdentifier _src; private RenderTargetIdentifier _src;
private RenderTargetIdentifier _dest; private RenderTargetIdentifier _dest;
private RenderTargetHandle _tempTex; private int _temporaryRTID = Shader.PropertyToID("_TempRT");
private RenderTargetIdentifier _cameraColor; private RenderTargetIdentifier _temp;
public void Setup(RenderTargetIdentifier cameraColor) public BlendPass(GlitchFeature.Settings settings)
{ {
_cameraColor = cameraColor; _settings = settings;
} _src = new RenderTargetIdentifier(_settings.stencilTex);
_dest = new RenderTargetIdentifier(_settings.blendTex);
public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) _temp = new RenderTargetIdentifier(_temporaryRTID);
{
base.Configure(cmd, cameraTextureDescriptor);
_src = new RenderTargetIdentifier(Settings.glitchTex);
_dest = new RenderTargetIdentifier(Settings.blendTex);
cmd.GetTemporaryRT(_tempTex.id, Settings.blendTex.descriptor);
} }
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{ {
var cmd = CommandBufferPool.Get(); var cmd = CommandBufferPool.Get();
cmd.GetTemporaryRT(_temporaryRTID, _settings.blendTex.descriptor);
// set properties on material // set properties on material
var blend = Settings.blendMat; var blend = _settings.blendMat;
blend.SetFloat("_Sample", Settings.sample); blend.SetFloat("_Sample", _settings.sample * Time.deltaTime);
blend.SetTexture("_BlendTex", _settings.blendTex);
// blend.SetFloat("_DeltaTime", Time.deltaTime); // blend.SetFloat("_DeltaTime", Time.deltaTime);
// blend.SetTexture("_GlitchTex", Settings.glitchTex); // blend.SetTexture("_GlitchTex", Settings.glitchTex);
// blend.SetTexture("_BlendTex", Settings.blendTex); // blend.SetTexture("_BlendTex", Settings.blendTex);
cmd.Blit(_src,_dest,blend); cmd.Blit(_src,_temporaryRTID,blend);
cmd.Blit(_temporaryRTID, _dest);
context.ExecuteCommandBuffer(cmd); context.ExecuteCommandBuffer(cmd);
} }
public override void FrameCleanup(CommandBuffer cmd) public override void FrameCleanup(CommandBuffer cmd)
{ {
cmd.ReleaseTemporaryRT(_tempTex.id); cmd.ReleaseTemporaryRT(_temporaryRTID);
} }
} }

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@ -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

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@ -12,10 +12,12 @@ public class GlitchFeature : ScriptableRendererFeature
public class Settings public class Settings
{ {
public RenderTexture glitchTex; public RenderTexture glitchTex;
public RenderTexture stencilTex;
public RenderTexture blendTex; public RenderTexture blendTex;
public Material blendMat; public Material blendMat;
public Material fadeMat; public Material fadeMat;
public Material stencilMat;
public float sample; public float sample;
public float fadeStrength; public float fadeStrength;
@ -25,23 +27,26 @@ public class GlitchFeature : ScriptableRendererFeature
private GlitchPass _glitchPass; private GlitchPass _glitchPass;
private BlendPass _blendPass; private BlendPass _blendPass;
private GlitchStencilPass _stencilPass;
public override void Create() public override void Create()
{ {
_blendPass = new BlendPass(); _blendPass = new BlendPass(_settings);
_glitchPass = new GlitchPass(); _glitchPass = new GlitchPass();
_stencilPass = new GlitchStencilPass(_settings);
} }
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) 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.renderPassEvent = RenderPassEvent.BeforeRenderingPostProcessing;
_blendPass.Settings = _settings;
renderer.EnqueuePass(_blendPass); renderer.EnqueuePass(_blendPass);
_glitchPass.renderPassEvent = RenderPassEvent.AfterRenderingOpaques; // _glitchPass.renderPassEvent = RenderPassEvent.AfterRenderingOpaques;
_glitchPass.Settings = _settings; // _glitchPass.Settings = _settings;
renderer.EnqueuePass(_glitchPass); // renderer.EnqueuePass(_glitchPass);
} }
} }

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@ -13,6 +13,9 @@ public class GlitchPass : ScriptableRenderPass
public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData) 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) public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)

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@ -2,10 +2,18 @@ using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.Rendering; using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
[CreateAssetMenu(menuName = "KernelPanic/Rendering/Glitch Render Pipeline Asset")] [CreateAssetMenu(menuName = "KernelPanic/Rendering/Glitch Render Pipeline Asset")]
public class GlitchRenderPipelineAsset : RenderPipelineAsset public class GlitchRenderPipelineAsset : RenderPipelineAsset
{ {
[System.Serializable]
public class Settings
{
public ForwardRenderer forwardRenderer;
}
public Settings settings;
protected override RenderPipeline CreatePipeline() protected override RenderPipeline CreatePipeline()
{ {
return new GlitchRenderPipelineInstance(); return new GlitchRenderPipelineInstance();

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@ -2,10 +2,22 @@ using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.Rendering; using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
public class GlitchRenderPipelineInstance : RenderPipeline 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);
}
}
} }

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@ -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();
}
}

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@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 3fc06b902517f6140a0c6698c7426cf2
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@ -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);
}
}

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@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: ecc649adc40bba04b9023807907e3c42
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@ -58,8 +58,10 @@ MonoBehaviour:
m_Active: 1 m_Active: 1
_settings: _settings:
glitchTex: {fileID: 8400000, guid: 643f93434e571d744a700fb58c7fd2c2, type: 2} glitchTex: {fileID: 8400000, guid: 643f93434e571d744a700fb58c7fd2c2, type: 2}
stencilTex: {fileID: 8400000, guid: 04671469e1b1188409f7cb42fb279f1f, type: 2}
blendTex: {fileID: 8400000, guid: 36a2435496603f54cb0ed075dccd1146, type: 2} blendTex: {fileID: 8400000, guid: 36a2435496603f54cb0ed075dccd1146, type: 2}
blendMat: {fileID: 2100000, guid: da580221ba039484c9583941b62b78c5, type: 2} blendMat: {fileID: 2100000, guid: da580221ba039484c9583941b62b78c5, type: 2}
fadeMat: {fileID: 2100000, guid: eaee005f02a8524439f9f42ab8dc0001, type: 2} fadeMat: {fileID: 2100000, guid: eaee005f02a8524439f9f42ab8dc0001, type: 2}
sample: 0.9 stencilMat: {fileID: 2100000, guid: c18cedeba1756944287bd75fd60c2b5e, type: 2}
sample: 0.5
fadeStrength: 1 fadeStrength: 1

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@ -46,7 +46,7 @@ Shader "KernelPanic/add"
// SAMPLER(sampler_NoiseMap); // SAMPLER(sampler_NoiseMap);
sampler2D _MainTex; sampler2D _MainTex;
// sampler2D _GlitchTex; sampler2D _BlendTex;
float _Sample; float _Sample;
@ -54,7 +54,10 @@ Shader "KernelPanic/add"
{ {
// sample raw glitch // 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); // float4 c = tex2D(_MainTex, i.uv);
// c.a = _Sample; // c.a = _Sample;

View File

@ -31,6 +31,13 @@ Shader "KernelPanic/glitch"
Pass Pass
{ {
Stencil
{
Ref 1
Comp always
Pass replace
}
Cull Off Cull Off
Zwrite On Zwrite On
ZTest LEqual ZTest LEqual
@ -66,16 +73,6 @@ Shader "KernelPanic/glitch"
float4 screenPos : TEXCOORD1; 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. // This macro declares _BaseMap as a Texture2D object.
TEXTURE2D(_BaseMap); TEXTURE2D(_BaseMap);
TEXTURE2D(_NoiseMap1); TEXTURE2D(_NoiseMap1);
@ -88,7 +85,6 @@ Shader "KernelPanic/glitch"
SAMPLER(sampler_GlitchTex); SAMPLER(sampler_GlitchTex);
SAMPLER(sampler_CameraDepthTexture); SAMPLER(sampler_CameraDepthTexture);
CBUFFER_START(UnityPerMaterial) CBUFFER_START(UnityPerMaterial)
// The following line declares the _BaseMap_ST variable, so that you // The following line declares the _BaseMap_ST variable, so that you
// can use the _BaseMap variable in the fragment shader. The _ST // can use the _BaseMap variable in the fragment shader. The _ST
@ -96,6 +92,15 @@ Shader "KernelPanic/glitch"
float4 _BaseMap_ST; float4 _BaseMap_ST;
float4 _NoiseMap_ST; float4 _NoiseMap_ST;
float _VertFloat;
float _VertShake;
float _Distortion;
float _Intensity;
float _TrailScatter;
float4 _NoiseColor;
float4 _BaseColor;
float4 _GlitchColor;
CBUFFER_END CBUFFER_END
UNITY_INSTANCING_BUFFER_START(Props) UNITY_INSTANCING_BUFFER_START(Props)
@ -108,10 +113,9 @@ Shader "KernelPanic/glitch"
OUT.normal = TransformObjectToWorldDir(IN.normal); OUT.normal = TransformObjectToWorldDir(IN.normal);
// OUT.normal = IN.normal; // OUT.normal = IN.normal;
float4 poscs = TransformObjectToHClip(IN.positionOS); 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; float3 pos = IN.positionOS + (n-0.5) * _VertShake;
float4 p = UNITY_ACCESS_INSTANCED_PROP(Props, _Positions); 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); 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); // 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; n *= _NoiseColor;
// sample blended glitch // sample blended glitch
float4 g = SAMPLE_TEXTURE2D(_GlitchTex, sampler_GlitchTex, float4 g = SAMPLE_TEXTURE2D(_GlitchTex, sampler_GlitchTex,
suv + _TrailScatter*n*hash42(IN.uv)); suv + _TrailScatter*n*hash42(IN.uv));
g *= _GlitchColor; // g *= _GlitchColor;
// g = 1 - g; // g = 1 - g;
@ -171,18 +175,18 @@ Shader "KernelPanic/glitch"
// cheeky bit of top shading // cheeky bit of top shading
float un = dot(float3(0,1,0), IN.normal); // dot of up and normal 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; // color += (1-abs(un)) *_BaseColor;
c = lerp(c, cd, g); c = lerp(n, c, g);
c = min(c, float4(1, 1, 1, 1)); // c = min(c, float4(1, 1, 1, 1));
c += n; c += n*_NoiseColor;
// c = lerp(n,c,0.5); // c = lerp(n,c,0.5);
// c = lerp(c, _BaseColor, _BaseColor.a); // c = lerp(c, _BaseColor, _BaseColor.a);
return c; return c * _BaseColor;
} }
ENDHLSL ENDHLSL
} }

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@ -2,19 +2,23 @@ Shader "KernelPanic/stencil"
{ {
Properties Properties
{ {
// _NoiseTex ("Noise Tex", 2D) = "black"
[HideInInspector]_MainTex ("Base (RGB)", 2D) = "white" {} [HideInInspector]_MainTex ("Base (RGB)", 2D) = "white" {}
_GlitchBlendTex ("Glitch", 2D) = "black" {}
_NoiseTex ("Noise", 2D) = "black" {}
// [Range(0,1)] _Sample ("Sample", Float) = 0.5
} }
SubShader SubShader
{ {
// No culling or depth // 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 Pass
{ {
Stencil
{
//Ref 1
//Comp equal
//Pass keep
//ZFail keep
}
CGPROGRAM CGPROGRAM
#pragma vertex vert #pragma vertex vert
#pragma fragment frag #pragma fragment frag
@ -42,35 +46,14 @@ Shader "KernelPanic/stencil"
} }
sampler2D _MainTex; sampler2D _MainTex;
sampler2D _GlitchBlendTex;
sampler2D _NoiseTex;
sampler2D _CameraDepthTexture;
float _Sample;
fixed4 frag (v2f i) : SV_Target fixed4 frag (v2f i) : SV_Target
{ {
// depth
float d = tex2D(_CameraDepthTexture, i.uv);
// sample frame
float4 c = tex2D(_MainTex, i.uv); float4 c = tex2D(_MainTex, i.uv);
// sample noise return lerp(float4(1,0,0,0),float4(0,0,0,0),step(c.a,0.001));
float2 scroll = float2(sin(_Time.y), cos(_Time.w));
float4 n = tex2D(_NoiseTex, i.uv + scroll);
// sample frame but with noise // return float4(1,1,1,1);
float4 cn = tex2D(_MainTex, i.uv + n.xy);
// 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);
} }
ENDCG ENDCG
} }

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@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: ef80afdc9496933418ecf0344649aaf4
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@ -43,7 +43,7 @@ GraphicsSettings:
- {fileID: -6465566751694194690, guid: a2ce310af2093b943a51a8ca043d3d85, type: 3} - {fileID: -6465566751694194690, guid: a2ce310af2093b943a51a8ca043d3d85, type: 3}
m_PreloadedShaders: [] m_PreloadedShaders: []
m_SpritesDefaultMaterial: {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0} 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_TransparencySortMode: 0
m_TransparencySortAxis: {x: 0, y: 0, z: 1} m_TransparencySortAxis: {x: 0, y: 0, z: 1}
m_DefaultRenderingPath: 1 m_DefaultRenderingPath: 1