add vertex floatiness uwu
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				@ -31,11 +31,11 @@ MonoBehaviour:
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  m_AdvancedMode: 0
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					  m_AdvancedMode: 0
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  threshold:
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					  threshold:
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    m_OverrideState: 1
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					    m_OverrideState: 1
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    m_Value: 0.85
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					    m_Value: 1.09
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    min: 0
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					    min: 0
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  intensity:
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					  intensity:
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    m_OverrideState: 1
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					    m_OverrideState: 1
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    m_Value: 2
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					    m_Value: 2.93
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    min: 0
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					    min: 0
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  scatter:
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					  scatter:
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    m_OverrideState: 0
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					    m_OverrideState: 0
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@ -117,7 +117,7 @@ Material:
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    - _QueueOffset: 0
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					    - _QueueOffset: 0
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    - _RadiusWithDistance: 0.003
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					    - _RadiusWithDistance: 0.003
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			||||||
    - _ReceiveShadows: 1
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					    - _ReceiveShadows: 1
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    - _Sample: 0.05
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					    - _Sample: 0.9
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    - _Smoothness: 0.5
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					    - _Smoothness: 0.5
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    - _SmoothnessTextureChannel: 0
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					    - _SmoothnessTextureChannel: 0
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    - _SpecularHighlights: 1
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					    - _SpecularHighlights: 1
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@ -11,7 +11,7 @@ Material:
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  m_Shader: {fileID: 4800000, guid: 91517451bf5416c44a73fd65d42c122a, type: 3}
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					  m_Shader: {fileID: 4800000, guid: 91517451bf5416c44a73fd65d42c122a, type: 3}
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  m_ShaderKeywords: 
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					  m_ShaderKeywords: 
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  m_LightmapFlags: 4
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					  m_LightmapFlags: 4
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  m_EnableInstancingVariants: 0
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					  m_EnableInstancingVariants: 1
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  m_DoubleSidedGI: 0
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					  m_DoubleSidedGI: 0
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  m_CustomRenderQueue: 2000
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					  m_CustomRenderQueue: 2000
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  stringTagMap: {}
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					  stringTagMap: {}
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@ -21,7 +21,7 @@ Material:
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    m_TexEnvs:
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					    m_TexEnvs:
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    - _BaseMap:
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					    - _BaseMap:
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        m_Texture: {fileID: 2800000, guid: 9790e688a544b39469364dfdde573e23, type: 3}
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					        m_Texture: {fileID: 2800000, guid: 9790e688a544b39469364dfdde573e23, type: 3}
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        m_Scale: {x: 0.2, y: 0.2}
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					        m_Scale: {x: 0.1, y: 0.05}
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        m_Offset: {x: 0, y: 0}
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					        m_Offset: {x: 0, y: 0}
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    - _BumpMap:
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					    - _BumpMap:
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        m_Texture: {fileID: 0}
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					        m_Texture: {fileID: 0}
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@ -111,13 +111,14 @@ Material:
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    - _Cutoff: 0.5
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					    - _Cutoff: 0.5
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    - _DetailAlbedoMapScale: 1
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					    - _DetailAlbedoMapScale: 1
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    - _DetailNormalMapScale: 1
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					    - _DetailNormalMapScale: 1
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    - _Distortion: 0
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					    - _Distortion: 4.41
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    - _DstBlend: 0
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					    - _DstBlend: 0
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    - _EnvironmentReflections: 1
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					    - _EnvironmentReflections: 1
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    - _GlossMapScale: 0
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					    - _GlossMapScale: 0
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    - _Glossiness: 0
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					    - _Glossiness: 0
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    - _GlossyReflections: 0
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					    - _GlossyReflections: 0
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    - _HorizontalScale: 0.1
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					    - _HorizontalScale: 0.1
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					    - _Intensity: 1.19
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    - _M: 0.5
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					    - _M: 0.5
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    - _Metallic: 0
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					    - _Metallic: 0
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    - _OcclusionStrength: 1
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					    - _OcclusionStrength: 1
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@ -133,17 +134,20 @@ Material:
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    - _SrcBlend: 1
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					    - _SrcBlend: 1
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    - _Surface: 0
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					    - _Surface: 0
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    - _TrackWidth: 20
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					    - _TrackWidth: 20
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					    - _TrailScatter: 0.1
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					    - _VertShake: 0.05
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    - _VerticalScale: 10
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					    - _VerticalScale: 10
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    - _WorkflowMode: 1
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					    - _WorkflowMode: 1
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    - _ZWrite: 1
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					    - _ZWrite: 1
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    m_Colors:
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					    m_Colors:
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    - _BaseColor: {r: 0.8603976, g: 0.8603976, b: 0.8603976, a: 1}
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					    - _BaseColor: {r: 1.0592737, g: 0.7930688, b: 0.58786917, a: 1}
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    - _Color: {r: 1, g: 1, b: 1, a: 1}
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					    - _Color: {r: 1, g: 1, b: 1, a: 1}
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    - _Color1: {r: 1, g: 1, b: 1, a: 1}
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					    - _Color1: {r: 1, g: 1, b: 1, a: 1}
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    - _Color2: {r: 1, g: 1, b: 1, a: 1}
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					    - _Color2: {r: 1, g: 1, b: 1, a: 1}
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    - _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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					    - _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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    - _FarColor: {r: 1, g: 1, b: 1, a: 1}
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					    - _FarColor: {r: 1, g: 1, b: 1, a: 1}
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    - _NoiseColor: {r: 0, g: 0.52963686, b: 0.45476672, a: 1}
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					    - _GlitchColor: {r: 0.6901961, g: 0, b: 0, a: 1}
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					    - _NoiseColor: {r: 0.25653195, g: 0.28690022, b: 1.2647622, a: 1}
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    - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
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					    - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
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  m_BuildTextureStacks: []
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					  m_BuildTextureStacks: []
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--- !u!114 &3508380654290378483
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					--- !u!114 &3508380654290378483
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												File diff suppressed because it is too large
												Load Diff
											
										
									
								
							@ -1,3 +1,4 @@
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					using System;
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using System.Collections;
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					using System.Collections;
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using System.Collections.Generic;
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					using System.Collections.Generic;
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using UnityEngine;
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					using UnityEngine;
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@ -36,11 +37,11 @@ public class BlendPass : ScriptableRenderPass
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        // set properties on material
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					        // set properties on material
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        var blend = Settings.blendMat;
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					        var blend = Settings.blendMat;
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        blend.SetFloat("_Sample", Settings.sample * Time.deltaTime);
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					        blend.SetFloat("_Sample", Settings.sample);
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        blend.SetFloat("_DeltaTime", Time.deltaTime);
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					        // blend.SetFloat("_DeltaTime", Time.deltaTime);
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        blend.SetTexture("_GlitchTex", Settings.glitchTex);
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					        // blend.SetTexture("_GlitchTex", Settings.glitchTex);
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        blend.SetTexture("_BlendTex", Settings.blendTex);
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					        // blend.SetTexture("_BlendTex", Settings.blendTex);
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        cmd.Blit(_src,_dest,blend);
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					        cmd.Blit(_src,_dest,blend);
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@ -34,6 +34,8 @@ public class GlitchFeature : ScriptableRendererFeature
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    public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
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					    public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
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    {
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					    {
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					        // var cmd = CommandBufferPool.Get();
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        _blendPass.renderPassEvent = RenderPassEvent.BeforeRenderingPostProcessing;
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					        _blendPass.renderPassEvent = RenderPassEvent.BeforeRenderingPostProcessing;
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        _blendPass.Settings = _settings;
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					        _blendPass.Settings = _settings;
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        renderer.EnqueuePass(_blendPass);
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					        renderer.EnqueuePass(_blendPass);
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										23
									
								
								game/Assets/Scripts/Rendering/GlitchInit.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										23
									
								
								game/Assets/Scripts/Rendering/GlitchInit.cs
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,23 @@
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					using System;
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					using System.Collections;
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					using System.Collections.Generic;
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					using UnityEngine;
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					using Random = UnityEngine.Random;
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					public class GlitchInit : MonoBehaviour
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					{
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					    private Renderer[] _glitchRenderers;
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					    private void OnEnable()
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					    {
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					        _glitchRenderers = GetComponentsInChildren<Renderer>();
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					        foreach (var glitchRenderer in _glitchRenderers)
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					        {
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					            var mpb = new MaterialPropertyBlock();
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					            mpb.SetVector(
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					                "_Positions", 
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					                new Vector4(Random.value,Random.value,Random.value,Random.value));
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					            glitchRenderer.SetPropertyBlock(mpb);
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					        }
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					    }
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					}
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										11
									
								
								game/Assets/Scripts/Rendering/GlitchInit.cs.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										11
									
								
								game/Assets/Scripts/Rendering/GlitchInit.cs.meta
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,11 @@
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					fileFormatVersion: 2
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					guid: c3ce05717d7828b418026c43e7583aac
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					MonoImporter:
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					  externalObjects: {}
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					  serializedVersion: 2
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					  defaultReferences: []
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					  executionOrder: 0
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					  icon: {instanceID: 0}
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					  userData: 
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					  assetBundleName: 
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					  assetBundleVariant: 
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@ -61,5 +61,5 @@ MonoBehaviour:
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    blendTex: {fileID: 8400000, guid: 36a2435496603f54cb0ed075dccd1146, type: 2}
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					    blendTex: {fileID: 8400000, guid: 36a2435496603f54cb0ed075dccd1146, type: 2}
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    blendMat: {fileID: 2100000, guid: da580221ba039484c9583941b62b78c5, type: 2}
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					    blendMat: {fileID: 2100000, guid: da580221ba039484c9583941b62b78c5, type: 2}
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    fadeMat: {fileID: 2100000, guid: eaee005f02a8524439f9f42ab8dc0001, type: 2}
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					    fadeMat: {fileID: 2100000, guid: eaee005f02a8524439f9f42ab8dc0001, type: 2}
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    sample: 0.5
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					    sample: 0.9
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    fadeStrength: 1
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					    fadeStrength: 1
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@ -2,10 +2,7 @@ Shader "KernelPanic/add"
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{
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					{
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    Properties
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					    Properties
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    {
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					    {
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//        _NoiseTex ("Noise Tex", 2D) = "black" 
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						    [HideInInspector] _MainTex ("Base (RGB)", 2D) = "white" {}
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//	    [HideInInspector]_MainTex ("Base (RGB)", 2D) = "white" {}
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					 | 
				
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//        _GlitchTex ("Glitch Tex", 2D) = "black" 
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//        [Range(0,1)] _Sample ("Sample", Float) = 0.5
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    }
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					    }
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    SubShader
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					    SubShader
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    {
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					    {
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@ -48,26 +45,25 @@ Shader "KernelPanic/add"
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            // SAMPLER(sampler_MainTex);
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					            // SAMPLER(sampler_MainTex);
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            // SAMPLER(sampler_NoiseMap);
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					            // SAMPLER(sampler_NoiseMap);
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            sampler2D _BlendTex;
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            sampler2D _GlitchTex;
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            sampler2D _MainTex;
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					            sampler2D _MainTex;
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					            // sampler2D _GlitchTex;
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            float _Sample;
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					            float _Sample;
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            float _DeltaTime;
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            fixed4 frag (v2f i) : SV_Target
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					            fixed4 frag (v2f i) : SV_Target
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            {
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					            {
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                // sample raw glitch
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					                // sample raw glitch
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                float4 g = float4(tex2D(_GlitchTex, i.uv).rgb, _Sample);
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                // float a = length(g.xyz)/length(float3(1,1,1));
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					                float4 c = float4(tex2D(_MainTex, i.uv).rgb, _Sample);
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                // g.a = lerp(a, 0, _Sample);
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                // float4 g = float4(tex2D(_GlitchTex, i.uv).rgb, _Sample);
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					                // float4 c = tex2D(_MainTex, i.uv);
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                // float4 b = float4(tex2D(_BlendTex, i.uv).rgb, _Sample);
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					                // c.a = _Sample;
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                return g;
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					                // float4 g = tex2D(_GlitchTex, i.uv);
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					                // return lerp(c,g,_Sample);
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					                return c;
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            }
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					            }
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            ENDCG
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					            ENDCG
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        }
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					        }
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@ -7,19 +7,22 @@ Shader "KernelPanic/glitch"
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    {
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					    {
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        [HDR] _BaseColor("Base Color", Color) = (1,1,1,1)
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					        [HDR] _BaseColor("Base Color", Color) = (1,1,1,1)
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        [HDR] _NoiseColor("Noise Color", Color) = (1,1,1,1)
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					        [HDR] _NoiseColor("Noise Color", Color) = (1,1,1,1)
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					        [HDR] _GlitchColor("Glitch Color", Color) = (1,1,1,1)
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        _BaseMap("Base Map", 2D) = "white"
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					        _BaseMap("Base Map", 2D) = "white"
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        _NoiseMap1("Noise 1", 2D) = "black"
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					        _NoiseMap1("Noise 1", 2D) = "black"
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        _NoiseMap2("Noise 2", 2D) = "black"
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					 | 
				
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        _NoiseMap3("Noise 3", 2D) = "black"
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					 | 
				
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        _GlitchTex("Glitch Tex", 2D) = "black"
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					        _GlitchTex("Glitch Tex", 2D) = "black"
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        _Distortion("Distortion", Float) = 0
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					        [Range(0,1)] _Distortion("Distortion", Float) = 0
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					        _Intensity("Intensity", Float) = 1
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					        _TrailScatter("Trail Scatter", Float) = 0.02
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					        _VertShake("Vertex Shake", Float) = 0.05
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    }
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					    }
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    SubShader
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					    SubShader
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    {
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					    {
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        Tags { 
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					        Tags
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					        {
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            "RenderType" = "Opaque"
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					            "RenderType" = "Opaque"
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            "Queue" = "Geometry"
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					            "Queue" = "Geometry"
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            "RenderPipeline" = "UniversalRenderPipeline"
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					            "RenderPipeline" = "UniversalRenderPipeline"
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@ -27,16 +30,10 @@ Shader "KernelPanic/glitch"
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        Pass
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					        Pass
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        {
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					        {
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//            Stencil
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					 | 
				
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//            {
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					 | 
				
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//                Ref 1
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					 | 
				
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//                Pass replace
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					 | 
				
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//                Fail replace
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//                ZFail replace
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//            }
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					 | 
				
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            Cull Off
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					            Cull Off
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            Zwrite On
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					            Zwrite On
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//            ZTest LEqual
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					            ZTest LEqual
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            Blend SrcAlpha OneMinusSrcAlpha
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					            Blend SrcAlpha OneMinusSrcAlpha
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			||||||
 | 
					
 | 
				
			||||||
            HLSLPROGRAM
 | 
					            HLSLPROGRAM
 | 
				
			||||||
@ -51,93 +48,139 @@ Shader "KernelPanic/glitch"
 | 
				
			|||||||
 | 
					
 | 
				
			||||||
            struct Attributes
 | 
					            struct Attributes
 | 
				
			||||||
            {
 | 
					            {
 | 
				
			||||||
                float4 positionOS   : POSITION;
 | 
					                float4 positionOS : POSITION;
 | 
				
			||||||
                // The uv variable contains the UV coordinate on the texture for the
 | 
					                // The uv variable contains the UV coordinate on the texture for the
 | 
				
			||||||
                // given vertex.
 | 
					                // given vertex.
 | 
				
			||||||
                float2 uv           : TEXCOORD0;
 | 
					                float2 uv : TEXCOORD0;
 | 
				
			||||||
                half3 normal        : NORMAL;
 | 
					                half3 normal : NORMAL;
 | 
				
			||||||
            };
 | 
					            };
 | 
				
			||||||
 | 
					
 | 
				
			||||||
            struct Varyings
 | 
					            struct Varyings
 | 
				
			||||||
            {
 | 
					            {
 | 
				
			||||||
                float4 positionHCS  : SV_POSITION;
 | 
					                float4 positionHCS : SV_POSITION;
 | 
				
			||||||
                // The uv variable contains the UV coordinate on the texture for the
 | 
					                // The uv variable contains the UV coordinate on the texture for the
 | 
				
			||||||
                // given vertex.
 | 
					                // given vertex.
 | 
				
			||||||
                float2 uv           : TEXCOORD0;
 | 
					                float2 uv : TEXCOORD0;
 | 
				
			||||||
                half3 normal        : NORMAL;
 | 
					                half3 normal : NORMAL;
 | 
				
			||||||
                float4 screenPos    : TEXCOORD1;
 | 
					                float4 screenPos : TEXCOORD1;
 | 
				
			||||||
            };
 | 
					            };
 | 
				
			||||||
 | 
					
 | 
				
			||||||
            float _Distortion;
 | 
					            float _Distortion;
 | 
				
			||||||
 | 
					            float _Intensity;
 | 
				
			||||||
 | 
					            float _TrailScatter;
 | 
				
			||||||
 | 
					            float _VertShake;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
            float4 _NoiseColor;
 | 
					            float4 _NoiseColor;
 | 
				
			||||||
            float4 _BaseColor;
 | 
					            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);
 | 
				
			||||||
            TEXTURE2D(_NoiseMap2);
 | 
					 | 
				
			||||||
            TEXTURE2D(_NoiseMap3);
 | 
					 | 
				
			||||||
            TEXTURE2D(_GlitchTex);
 | 
					            TEXTURE2D(_GlitchTex);
 | 
				
			||||||
            TEXTURE2D(_CameraDepthTexture);
 | 
					            TEXTURE2D(_CameraDepthTexture);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
            // This macro declares the sampler for the _BaseMap texture.
 | 
					            // This macro declares the sampler for the _BaseMap texture.
 | 
				
			||||||
            SAMPLER(sampler_BaseMap);
 | 
					            SAMPLER(sampler_BaseMap);
 | 
				
			||||||
            SAMPLER(sampler_NoiseMap1);
 | 
					            SAMPLER(sampler_NoiseMap1);
 | 
				
			||||||
            SAMPLER(sampler_NoiseMap2);
 | 
					 | 
				
			||||||
            SAMPLER(sampler_NoiseMap3);
 | 
					 | 
				
			||||||
            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 
 | 
				
			||||||
                // suffix is necessary for the tiling and offset function to work.
 | 
					            // suffix is necessary for the tiling and offset function to work.
 | 
				
			||||||
                float4 _BaseMap_ST;
 | 
					            float4 _BaseMap_ST;
 | 
				
			||||||
                float4 _NoiseMap_ST;
 | 
					            float4 _NoiseMap_ST;
 | 
				
			||||||
 | 
					            
 | 
				
			||||||
            CBUFFER_END
 | 
					            CBUFFER_END
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					            UNITY_INSTANCING_BUFFER_START(Props)
 | 
				
			||||||
 | 
					            UNITY_DEFINE_INSTANCED_PROP(float4, _Positions)
 | 
				
			||||||
 | 
					            UNITY_INSTANCING_BUFFER_END(Props)
 | 
				
			||||||
 | 
					
 | 
				
			||||||
            Varyings vert(Attributes IN)
 | 
					            Varyings vert(Attributes IN)
 | 
				
			||||||
            {
 | 
					            {
 | 
				
			||||||
                Varyings OUT;
 | 
					                Varyings OUT;
 | 
				
			||||||
                OUT.normal = TransformObjectToWorldDir(IN.normal);
 | 
					                OUT.normal = TransformObjectToWorldDir(IN.normal);
 | 
				
			||||||
                // OUT.normal = IN.normal;
 | 
					                // OUT.normal = IN.normal;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
                OUT.positionHCS = TransformObjectToHClip(IN.positionOS);
 | 
					                
 | 
				
			||||||
 | 
					                float4 poscs = TransformObjectToHClip(IN.positionOS);
 | 
				
			||||||
 | 
					                
 | 
				
			||||||
 | 
					                float4 n = SAMPLE_TEXTURE2D_LOD(_NoiseMap1, sampler_NoiseMap1, hash42(poscs), 0);
 | 
				
			||||||
 | 
					                
 | 
				
			||||||
 | 
					                float3 pos = IN.positionOS + (n-0.5) * _VertShake;
 | 
				
			||||||
 | 
					                float4 p = UNITY_ACCESS_INSTANCED_PROP(Props, _Positions);
 | 
				
			||||||
 | 
					                float t = sin(p.y*_Time.w + p.x*6.28);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					                float3 wpos = TransformObjectToWorld(pos);
 | 
				
			||||||
 | 
					                wpos += float3(0,t*p.z*0.1,0);
 | 
				
			||||||
 | 
					                pos = TransformWorldToObject(wpos);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					                OUT.positionHCS = TransformObjectToHClip(pos);
 | 
				
			||||||
                // The TRANSFORM_TEX macro performs the tiling and offset
 | 
					                // The TRANSFORM_TEX macro performs the tiling and offset
 | 
				
			||||||
                // transformation.
 | 
					                // transformation.
 | 
				
			||||||
                OUT.uv = TRANSFORM_TEX(IN.uv, _BaseMap);
 | 
					                OUT.uv = TRANSFORM_TEX(IN.uv, _BaseMap);
 | 
				
			||||||
                OUT.screenPos = ComputeScreenPos(OUT.positionHCS);
 | 
					                OUT.screenPos = ComputeScreenPos(OUT.positionHCS);
 | 
				
			||||||
 | 
					                
 | 
				
			||||||
                return OUT;
 | 
					                return OUT;
 | 
				
			||||||
            }
 | 
					            }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
            half4 frag(Varyings IN) : SV_Target
 | 
					            half4 frag(Varyings IN) : SV_Target
 | 
				
			||||||
            {
 | 
					            {
 | 
				
			||||||
                
 | 
					                float2 suv = IN.screenPos.xy / IN.screenPos.w;
 | 
				
			||||||
                float2 suv = IN.screenPos.xy/IN.screenPos.w;
 | 
					 | 
				
			||||||
 | 
					
 | 
				
			||||||
                float d = SAMPLE_TEXTURE2D(_CameraDepthTexture, sampler_CameraDepthTexture, suv);
 | 
					                float d = SAMPLE_TEXTURE2D(_CameraDepthTexture, sampler_CameraDepthTexture, suv);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
                float4 p = float4(.42069, .6969, .1337, .8008);
 | 
					 | 
				
			||||||
                float t = sin(_Time.y)*0.5+0.5;
 | 
					 | 
				
			||||||
                float2 nuv = lerp(p.xz, p.yw, t);
 | 
					 | 
				
			||||||
                
 | 
					                
 | 
				
			||||||
                float4 n = SAMPLE_TEXTURE2D(_NoiseMap1, sampler_NoiseMap1, suv + float2(_Time.y*69.6969, _Time.y*23.513));
 | 
					                // float4 p = float4(.42069, .6969, .1337, .8008135);
 | 
				
			||||||
 | 
					                float4 p = UNITY_ACCESS_INSTANCED_PROP(Props, _Positions);
 | 
				
			||||||
 | 
					                
 | 
				
			||||||
 | 
					                
 | 
				
			||||||
 | 
					                float t = (p.x*sin(_Time.y)+p.w*cos(_Time.x)) * 0.5 + 0.5;
 | 
				
			||||||
 | 
					                
 | 
				
			||||||
 | 
					                // sample regular color
 | 
				
			||||||
 | 
					                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);
 | 
				
			||||||
                n *= _NoiseColor;
 | 
					                n *= _NoiseColor;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
                // sample color
 | 
					                // sample blended glitch
 | 
				
			||||||
                float4 c = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, nuv);
 | 
					                float4 g = SAMPLE_TEXTURE2D(_GlitchTex, sampler_GlitchTex,
 | 
				
			||||||
 | 
					                    suv + _TrailScatter*n*hash42(IN.uv));
 | 
				
			||||||
 | 
					                g *= _GlitchColor;
 | 
				
			||||||
 | 
					                // g = 1 - g;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					                // sample color distorted by noise
 | 
				
			||||||
 | 
					                float distortion = _Distortion + (t-0.5) * _Intensity;
 | 
				
			||||||
 | 
					                float4 cd = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, IN.uv + n * distortion * t);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					                // float4 cn = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, IN.uv + nuv * _GlitchColor);
 | 
				
			||||||
                // c *= _BaseColor;
 | 
					                // c *= _BaseColor;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
                // sample blended glitch
 | 
					                // cn = lerp(cn,(1-cn),_Distortion);
 | 
				
			||||||
                float4 b = SAMPLE_TEXTURE2D(_GlitchTex, sampler_GlitchTex, suv);
 | 
					                // cn += n;
 | 
				
			||||||
                c = lerp(c,(1-c),b);
 | 
					
 | 
				
			||||||
                c += n;
 | 
					                // float4 color = lerp(c, cn, n);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
                // cheeky bit of top shading
 | 
					                // cheeky bit of top shading
 | 
				
			||||||
                c += dot(float3(0,1,0), IN.normal) * d;
 | 
					                float un = dot(float3(0,1,0), IN.normal); // dot of up and normal
 | 
				
			||||||
 | 
					                c = lerp(c,_BaseColor,un*d);
 | 
				
			||||||
 | 
					                // color += (1-abs(un)) *_BaseColor;
 | 
				
			||||||
                
 | 
					                
 | 
				
			||||||
                return c *= _BaseColor;
 | 
					                c = lerp(c, cd, g);
 | 
				
			||||||
 | 
					                c = min(c, float4(1, 1, 1, 1));
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					                c += n;
 | 
				
			||||||
 | 
					                
 | 
				
			||||||
 | 
					                // c = lerp(n,c,0.5);
 | 
				
			||||||
 | 
					                // c = lerp(c, _BaseColor, _BaseColor.a);
 | 
				
			||||||
 | 
					                
 | 
				
			||||||
 | 
					                return c;
 | 
				
			||||||
            }
 | 
					            }
 | 
				
			||||||
            ENDHLSL
 | 
					            ENDHLSL
 | 
				
			||||||
        }
 | 
					        }
 | 
				
			||||||
 | 
				
			|||||||
@ -19,7 +19,7 @@ RenderTexture:
 | 
				
			|||||||
  m_AntiAliasing: 1
 | 
					  m_AntiAliasing: 1
 | 
				
			||||||
  m_MipCount: -1
 | 
					  m_MipCount: -1
 | 
				
			||||||
  m_DepthFormat: 0
 | 
					  m_DepthFormat: 0
 | 
				
			||||||
  m_ColorFormat: 52
 | 
					  m_ColorFormat: 48
 | 
				
			||||||
  m_MipMap: 0
 | 
					  m_MipMap: 0
 | 
				
			||||||
  m_GenerateMips: 1
 | 
					  m_GenerateMips: 1
 | 
				
			||||||
  m_SRGB: 0
 | 
					  m_SRGB: 0
 | 
				
			||||||
 | 
				
			|||||||
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		Reference in New Issue
	
	Block a user