add vertex floatiness uwu
This commit is contained in:
parent
b91e97984f
commit
b192263344
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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
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@ -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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@ -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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@ -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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// _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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_NoiseMap3("Noise 3", 2D) = "black"
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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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// Ref 1
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// Pass replace
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// Fail replace
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// ZFail replace
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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
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HLSLPROGRAM
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struct Attributes
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struct Attributes
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{
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{
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float4 positionOS : POSITION;
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float4 positionOS : POSITION;
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// The uv variable contains the UV coordinate on the texture for the
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// The uv variable contains the UV coordinate on the texture for the
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// given vertex.
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// given vertex.
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float2 uv : TEXCOORD0;
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float2 uv : TEXCOORD0;
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half3 normal : NORMAL;
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half3 normal : NORMAL;
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};
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};
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struct Varyings
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struct Varyings
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{
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{
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float4 positionHCS : SV_POSITION;
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float4 positionHCS : SV_POSITION;
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// The uv variable contains the UV coordinate on the texture for the
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// The uv variable contains the UV coordinate on the texture for the
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// given vertex.
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// given vertex.
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float2 uv : TEXCOORD0;
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float2 uv : TEXCOORD0;
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half3 normal : NORMAL;
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half3 normal : NORMAL;
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float4 screenPos : TEXCOORD1;
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float4 screenPos : TEXCOORD1;
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};
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};
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float _Distortion;
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float _Distortion;
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float _Intensity;
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float _TrailScatter;
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float _VertShake;
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float4 _NoiseColor;
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float4 _NoiseColor;
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float4 _BaseColor;
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float4 _BaseColor;
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float4 _GlitchColor;
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// This macro declares _BaseMap as a Texture2D object.
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// This macro declares _BaseMap as a Texture2D object.
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TEXTURE2D(_BaseMap);
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TEXTURE2D(_BaseMap);
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TEXTURE2D(_NoiseMap1);
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TEXTURE2D(_NoiseMap1);
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TEXTURE2D(_NoiseMap2);
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TEXTURE2D(_NoiseMap3);
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TEXTURE2D(_GlitchTex);
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TEXTURE2D(_GlitchTex);
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TEXTURE2D(_CameraDepthTexture);
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TEXTURE2D(_CameraDepthTexture);
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// This macro declares the sampler for the _BaseMap texture.
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// This macro declares the sampler for the _BaseMap texture.
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SAMPLER(sampler_BaseMap);
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SAMPLER(sampler_BaseMap);
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SAMPLER(sampler_NoiseMap1);
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SAMPLER(sampler_NoiseMap1);
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SAMPLER(sampler_NoiseMap2);
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SAMPLER(sampler_NoiseMap3);
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SAMPLER(sampler_GlitchTex);
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SAMPLER(sampler_GlitchTex);
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SAMPLER(sampler_CameraDepthTexture);
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SAMPLER(sampler_CameraDepthTexture);
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CBUFFER_START(UnityPerMaterial)
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CBUFFER_START(UnityPerMaterial)
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// The following line declares the _BaseMap_ST variable, so that you
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// The following line declares the _BaseMap_ST variable, so that you
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// can use the _BaseMap variable in the fragment shader. The _ST
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// can use the _BaseMap variable in the fragment shader. The _ST
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// suffix is necessary for the tiling and offset function to work.
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// suffix is necessary for the tiling and offset function to work.
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float4 _BaseMap_ST;
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float4 _BaseMap_ST;
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float4 _NoiseMap_ST;
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float4 _NoiseMap_ST;
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CBUFFER_END
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CBUFFER_END
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UNITY_INSTANCING_BUFFER_START(Props)
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UNITY_DEFINE_INSTANCED_PROP(float4, _Positions)
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UNITY_INSTANCING_BUFFER_END(Props)
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Varyings vert(Attributes IN)
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Varyings vert(Attributes IN)
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{
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{
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Varyings OUT;
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Varyings OUT;
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OUT.normal = TransformObjectToWorldDir(IN.normal);
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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
|
||||||
|
|
Loading…
Reference in New Issue