bunch of glitchy stuff, temple prefab
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		||||
    buildTarget: Standalone
 | 
			
		||||
    maxTextureSize: 8192
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    resizeAlgorithm: 0
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		||||
    textureFormat: -1
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    textureCompression: 1
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    compressionQuality: 50
 | 
			
		||||
    crunchedCompression: 0
 | 
			
		||||
    allowsAlphaSplitting: 0
 | 
			
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    overridden: 0
 | 
			
		||||
    androidETC2FallbackOverride: 0
 | 
			
		||||
    forceMaximumCompressionQuality_BC6H_BC7: 0
 | 
			
		||||
  - serializedVersion: 3
 | 
			
		||||
    buildTarget: iPhone
 | 
			
		||||
    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: 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: 
 | 
			
		||||
@ -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);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
							
								
								
									
										158
									
								
								game/Assets/Scripts/Rendering/CameraRenderer.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										158
									
								
								game/Assets/Scripts/Rendering/CameraRenderer.cs
									
									
									
									
									
										Normal file
									
								
							@ -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
 | 
			
		||||
							
								
								
									
										11
									
								
								game/Assets/Scripts/Rendering/CameraRenderer.cs.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										11
									
								
								game/Assets/Scripts/Rendering/CameraRenderer.cs.meta
									
									
									
									
									
										Normal file
									
								
							@ -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);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
							
								
								
									
										17
									
								
								game/Assets/Scripts/Rendering/GlitchRenderer.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										17
									
								
								game/Assets/Scripts/Rendering/GlitchRenderer.cs
									
									
									
									
									
										Normal file
									
								
							@ -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();
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										11
									
								
								game/Assets/Scripts/Rendering/GlitchRenderer.cs.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										11
									
								
								game/Assets/Scripts/Rendering/GlitchRenderer.cs.meta
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,11 @@
 | 
			
		||||
fileFormatVersion: 2
 | 
			
		||||
guid: 3fc06b902517f6140a0c6698c7426cf2
 | 
			
		||||
MonoImporter:
 | 
			
		||||
  externalObjects: {}
 | 
			
		||||
  serializedVersion: 2
 | 
			
		||||
  defaultReferences: []
 | 
			
		||||
  executionOrder: 0
 | 
			
		||||
  icon: {instanceID: 0}
 | 
			
		||||
  userData: 
 | 
			
		||||
  assetBundleName: 
 | 
			
		||||
  assetBundleVariant: 
 | 
			
		||||
							
								
								
									
										32
									
								
								game/Assets/Scripts/Rendering/GlitchStencilPass.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										32
									
								
								game/Assets/Scripts/Rendering/GlitchStencilPass.cs
									
									
									
									
									
										Normal file
									
								
							@ -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);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										11
									
								
								game/Assets/Scripts/Rendering/GlitchStencilPass.cs.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										11
									
								
								game/Assets/Scripts/Rendering/GlitchStencilPass.cs.meta
									
									
									
									
									
										Normal file
									
								
							@ -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
 | 
			
		||||
 | 
			
		||||
@ -46,15 +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;
 | 
			
		||||
 | 
			
		||||
@ -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
 | 
			
		||||
@ -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
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
							
								
								
									
										8
									
								
								game/Assets/Textures/Glitch.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										8
									
								
								game/Assets/Textures/Glitch.meta
									
									
									
									
									
										Normal file
									
								
							@ -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
 | 
			
		||||
 | 
			
		||||
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		Reference in New Issue
	
	Block a user