bunch of glitchy stuff, temple prefab
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|
@ -1,55 +1,47 @@
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using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
using UnityEngine.Rendering;
|
||||
using UnityEngine.Rendering.Universal;
|
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|
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public class BlendPass : ScriptableRenderPass
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{
|
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public GlitchFeature.Settings Settings { get; set; }
|
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|
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private GlitchFeature.Settings _settings;
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private RenderTargetIdentifier _src;
|
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private RenderTargetIdentifier _dest;
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private RenderTargetHandle _tempTex;
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private RenderTargetIdentifier _cameraColor;
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private int _temporaryRTID = Shader.PropertyToID("_TempRT");
|
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private RenderTargetIdentifier _temp;
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|
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public void Setup(RenderTargetIdentifier cameraColor)
|
||||
public BlendPass(GlitchFeature.Settings settings)
|
||||
{
|
||||
_cameraColor = cameraColor;
|
||||
}
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||||
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public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
|
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{
|
||||
base.Configure(cmd, cameraTextureDescriptor);
|
||||
|
||||
_src = new RenderTargetIdentifier(Settings.glitchTex);
|
||||
_dest = new RenderTargetIdentifier(Settings.blendTex);
|
||||
|
||||
cmd.GetTemporaryRT(_tempTex.id, Settings.blendTex.descriptor);
|
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_settings = settings;
|
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_src = new RenderTargetIdentifier(_settings.stencilTex);
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_dest = new RenderTargetIdentifier(_settings.blendTex);
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_temp = new RenderTargetIdentifier(_temporaryRTID);
|
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}
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|
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
|
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{
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var cmd = CommandBufferPool.Get();
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|
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cmd.GetTemporaryRT(_temporaryRTID, _settings.blendTex.descriptor);
|
||||
|
||||
// set properties on material
|
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var blend = Settings.blendMat;
|
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blend.SetFloat("_Sample", Settings.sample);
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var blend = _settings.blendMat;
|
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blend.SetFloat("_Sample", _settings.sample * Time.deltaTime);
|
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blend.SetTexture("_BlendTex", _settings.blendTex);
|
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// 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);
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}
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|
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public override void FrameCleanup(CommandBuffer cmd)
|
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{
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cmd.ReleaseTemporaryRT(_tempTex.id);
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cmd.ReleaseTemporaryRT(_temporaryRTID);
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}
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}
|
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|
|
|
@ -0,0 +1,158 @@
|
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using TMPro;
|
||||
using UnityEditor;
|
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using UnityEngine;
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using UnityEngine.Profiling;
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using UnityEngine.Rendering;
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|
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public partial class CameraRenderer
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{
|
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private const string BUFFER_NAME = "Render Camera";
|
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#if UNITY_EDITOR
|
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private string SampleName { get; set; }
|
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#else
|
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const string SampleName = BUFFER_NAME;
|
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#endif
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|
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private static ShaderTagId _unlitShaderTagId = new ShaderTagId("SRPDefaultUnlit");
|
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|
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private static ShaderTagId[] _legacyShaderTagIds =
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{
|
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new ShaderTagId("Always"),
|
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new ShaderTagId("ForwardBase"),
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new ShaderTagId("PrepassBase"),
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new ShaderTagId("Vertex"),
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new ShaderTagId("VertexLMRGBM"),
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new ShaderTagId("VertexLM"),
|
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};
|
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private ScriptableRenderContext _context;
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private Camera _camera;
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private CullingResults _cullingResults;
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|
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private readonly CommandBuffer _buffer = new CommandBuffer()
|
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{
|
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name = BUFFER_NAME
|
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};
|
||||
|
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public void Render(ScriptableRenderContext context, Camera camera)
|
||||
{
|
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_context = context;
|
||||
_camera = camera;
|
||||
|
||||
PrepareBuffer();
|
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PrepareForSceneWindow();
|
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if (!Cull()) return;
|
||||
|
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Setup();
|
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|
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DrawVisibleGeometry();
|
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DrawUnsupportedShaders();
|
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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
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: e8726c453899e54428ec7c68c3e4f5ab
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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)
|
||||
|
|
|
@ -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();
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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();
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 3fc06b902517f6140a0c6698c7426cf2
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -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);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: ecc649adc40bba04b9023807907e3c42
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -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
|
||||
|
|
|
@ -46,7 +46,7 @@ Shader "KernelPanic/add"
|
|||
// SAMPLER(sampler_NoiseMap);
|
||||
|
||||
sampler2D _MainTex;
|
||||
// sampler2D _GlitchTex;
|
||||
sampler2D _BlendTex;
|
||||
|
||||
float _Sample;
|
||||
|
||||
|
@ -54,7 +54,10 @@ Shader "KernelPanic/add"
|
|||
{
|
||||
// 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;
|
||||
|
|
|
@ -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
|
||||
}
|
||||
|
|
|
@ -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
|
||||
|
@ -42,35 +46,14 @@ Shader "KernelPanic/stencil"
|
|||
}
|
||||
|
||||
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);
|
||||
return lerp(float4(1,0,0,0),float4(0,0,0,0),step(c.a,0.001));
|
||||
|
||||
// sample frame but with noise
|
||||
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);
|
||||
// return float4(1,1,1,1);
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
|
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: ef80afdc9496933418ecf0344649aaf4
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -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
|
||||
|
|
Loading…
Reference in New Issue