bunch of glitchy graphics stuff idk
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								game/Assets/Materials/Glitch/Debug_Glitch_Mat.mat
									
									
									
									
									
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												Load Diff
											
										
									
								
							
							
								
								
									
										8
									
								
								game/Assets/Scripts/Rendering.meta
									
									
									
									
									
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										54
									
								
								game/Assets/Scripts/Rendering/BlendPass.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										54
									
								
								game/Assets/Scripts/Rendering/BlendPass.cs
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,54 @@
 | 
			
		||||
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 RenderTargetIdentifier _src;
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		||||
    private RenderTargetIdentifier _dest;
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    private RenderTargetHandle _tempTex;
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		||||
    private RenderTargetIdentifier _cameraColor;
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		||||
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    public void Setup(RenderTargetIdentifier cameraColor)
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    {
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		||||
        _cameraColor = cameraColor;
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		||||
    }
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    public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
 | 
			
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    {
 | 
			
		||||
        base.Configure(cmd, cameraTextureDescriptor);
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		||||
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        _src = new RenderTargetIdentifier(Settings.glitchTex);
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        _dest = new RenderTargetIdentifier(Settings.blendTex);
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 | 
			
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        cmd.GetTemporaryRT(_tempTex.id, Settings.blendTex.descriptor);
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    }
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    public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
 | 
			
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    {
 | 
			
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        var cmd = CommandBufferPool.Get();
 | 
			
		||||
        
 | 
			
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    public override void FrameCleanup(CommandBuffer cmd)
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										11
									
								
								game/Assets/Scripts/Rendering/BlendPass.cs.meta
									
									
									
									
									
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										30
									
								
								game/Assets/Scripts/Rendering/CameraMatch.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										30
									
								
								game/Assets/Scripts/Rendering/CameraMatch.cs
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,30 @@
 | 
			
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using UnityEngine;
 | 
			
		||||
using UnityEngine.Rendering.Universal;
 | 
			
		||||
 | 
			
		||||
[RequireComponent(typeof(Camera)), ExecuteAlways]
 | 
			
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public class CameraMatch : MonoBehaviour
 | 
			
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{
 | 
			
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    public Camera camera;
 | 
			
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    private Camera m_ThisCamera;
 | 
			
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    private UniversalAdditionalCameraData m_CamData;
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    private UniversalAdditionalCameraData m_ThisCamData;
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    private void OnEnable()
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    {
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        if (!camera) return;
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        camera.TryGetComponent(out m_CamData);
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        TryGetComponent(out m_ThisCamData);
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    }
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    private void LateUpdate()
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    {
 | 
			
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        if(!camera || !m_CamData || !m_ThisCamera || !m_ThisCamData) return;
 | 
			
		||||
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        m_ThisCamera.transform.position = camera.transform.position;
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        m_ThisCamera.transform.rotation = camera.transform.rotation;
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    }
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}
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		||||
							
								
								
									
										11
									
								
								game/Assets/Scripts/Rendering/CameraMatch.cs.meta
									
									
									
									
									
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										11
									
								
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										47
									
								
								game/Assets/Scripts/Rendering/DrawFullscreenFeature.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										47
									
								
								game/Assets/Scripts/Rendering/DrawFullscreenFeature.cs
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,47 @@
 | 
			
		||||
using System;
 | 
			
		||||
using System.Collections;
 | 
			
		||||
using System.Collections.Generic;
 | 
			
		||||
using UnityEngine;
 | 
			
		||||
using UnityEngine.Rendering.Universal;
 | 
			
		||||
 | 
			
		||||
public enum BufferType
 | 
			
		||||
{
 | 
			
		||||
    CameraColor,
 | 
			
		||||
    Custom
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
public class DrawFullscreenFeature : ScriptableRendererFeature
 | 
			
		||||
{
 | 
			
		||||
    [Serializable]
 | 
			
		||||
    public class Settings
 | 
			
		||||
    {
 | 
			
		||||
        public RenderPassEvent renderPassEvent = RenderPassEvent.AfterRenderingOpaques;
 | 
			
		||||
        public Material blitMaterial = null;
 | 
			
		||||
        public int blitMaterialPassIndex = -1;
 | 
			
		||||
        public BufferType sourceType = BufferType.CameraColor;
 | 
			
		||||
        public BufferType destinationType = BufferType.CameraColor;
 | 
			
		||||
        public string sourceTextureId = "_SourceTexture";
 | 
			
		||||
        public string destinationTextureId = "_DestinationTexture";
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    [SerializeField] private Settings _settings = new Settings();
 | 
			
		||||
    private DrawFullscreenPass _blitPass;
 | 
			
		||||
    
 | 
			
		||||
    public override void Create()
 | 
			
		||||
    {
 | 
			
		||||
        _blitPass = new DrawFullscreenPass(name);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
 | 
			
		||||
    {
 | 
			
		||||
        if (_settings.blitMaterial == null)
 | 
			
		||||
        {
 | 
			
		||||
            Debug.LogWarning($"missing blit material. {GetType().Name} blit pass will not execute. check for missing references.");
 | 
			
		||||
            return;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        _blitPass.renderPassEvent = _settings.renderPassEvent;
 | 
			
		||||
        _blitPass.Settings = _settings;
 | 
			
		||||
        renderer.EnqueuePass(_blitPass);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										11
									
								
								game/Assets/Scripts/Rendering/DrawFullscreenFeature.cs.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										11
									
								
								game/Assets/Scripts/Rendering/DrawFullscreenFeature.cs.meta
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,11 @@
 | 
			
		||||
fileFormatVersion: 2
 | 
			
		||||
guid: 1803cf2a36a1a8b47bb8caa89d2d6684
 | 
			
		||||
MonoImporter:
 | 
			
		||||
  externalObjects: {}
 | 
			
		||||
  serializedVersion: 2
 | 
			
		||||
  defaultReferences: []
 | 
			
		||||
  executionOrder: 0
 | 
			
		||||
  icon: {instanceID: 0}
 | 
			
		||||
  userData: 
 | 
			
		||||
  assetBundleName: 
 | 
			
		||||
  assetBundleVariant: 
 | 
			
		||||
							
								
								
									
										96
									
								
								game/Assets/Scripts/Rendering/DrawFullscreenPass.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										96
									
								
								game/Assets/Scripts/Rendering/DrawFullscreenPass.cs
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,96 @@
 | 
			
		||||
using UnityEngine;
 | 
			
		||||
using UnityEngine.Rendering;
 | 
			
		||||
using UnityEngine.Rendering.Universal;
 | 
			
		||||
 | 
			
		||||
public class DrawFullscreenPass : ScriptableRenderPass
 | 
			
		||||
{
 | 
			
		||||
    public FilterMode FilterMode { get; set; }
 | 
			
		||||
    public DrawFullscreenFeature.Settings Settings { get; set; }
 | 
			
		||||
 | 
			
		||||
    private RenderTargetIdentifier _source;
 | 
			
		||||
    private RenderTargetIdentifier _destination;
 | 
			
		||||
    private int _temporaryRTId = Shader.PropertyToID("TempRT");
 | 
			
		||||
 | 
			
		||||
    private int _sourceId;
 | 
			
		||||
    private int _destinationId;
 | 
			
		||||
    private bool _isSourceAndDestinationSameTarget;
 | 
			
		||||
 | 
			
		||||
    private string _profilerTag;
 | 
			
		||||
 | 
			
		||||
    public DrawFullscreenPass(string tag)
 | 
			
		||||
    {
 | 
			
		||||
        _profilerTag = tag;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
 | 
			
		||||
    {
 | 
			
		||||
        RenderTextureDescriptor blitTargetDescriptor = renderingData.cameraData.cameraTargetDescriptor;
 | 
			
		||||
        blitTargetDescriptor.depthBufferBits = 0;
 | 
			
		||||
        _isSourceAndDestinationSameTarget =
 | 
			
		||||
            Settings.sourceType == Settings.destinationType &&
 | 
			
		||||
            (Settings.sourceType == BufferType.CameraColor ||
 | 
			
		||||
             Settings.sourceTextureId == Settings.destinationTextureId);
 | 
			
		||||
 | 
			
		||||
        var renderer = renderingData.cameraData.renderer;
 | 
			
		||||
        if (Settings.sourceType == BufferType.CameraColor)
 | 
			
		||||
        {
 | 
			
		||||
            _sourceId = -1;
 | 
			
		||||
            _source = renderer.cameraColorTarget;
 | 
			
		||||
        }
 | 
			
		||||
        else
 | 
			
		||||
        {
 | 
			
		||||
            _sourceId = Shader.PropertyToID(Settings.sourceTextureId);
 | 
			
		||||
            cmd.GetTemporaryRT(_sourceId, blitTargetDescriptor, FilterMode);
 | 
			
		||||
            _source = new RenderTargetIdentifier(_sourceId);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        if (_isSourceAndDestinationSameTarget)
 | 
			
		||||
        {
 | 
			
		||||
            _destinationId = _temporaryRTId;
 | 
			
		||||
            cmd.GetTemporaryRT(_destinationId, blitTargetDescriptor, FilterMode);
 | 
			
		||||
            _destination = new RenderTargetIdentifier(_destinationId);
 | 
			
		||||
        }
 | 
			
		||||
        else if (Settings.destinationType == BufferType.CameraColor)
 | 
			
		||||
        {
 | 
			
		||||
            _destinationId = -1;
 | 
			
		||||
            _destination = renderer.cameraColorTarget;
 | 
			
		||||
        }
 | 
			
		||||
        else
 | 
			
		||||
        {
 | 
			
		||||
            _destinationId = Shader.PropertyToID(Settings.destinationTextureId);
 | 
			
		||||
            cmd.GetTemporaryRT(_destinationId, blitTargetDescriptor, FilterMode);
 | 
			
		||||
            _destination = new RenderTargetIdentifier(_destinationId);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
 | 
			
		||||
    {
 | 
			
		||||
        CommandBuffer cmd = CommandBufferPool.Get(_profilerTag);
 | 
			
		||||
 | 
			
		||||
        if (_isSourceAndDestinationSameTarget)
 | 
			
		||||
        {
 | 
			
		||||
            cmd.Blit(_source, _destination, Settings.blitMaterial, Settings.blitMaterialPassIndex);
 | 
			
		||||
            cmd.Blit(_destination, _source);
 | 
			
		||||
        }
 | 
			
		||||
        else
 | 
			
		||||
        {
 | 
			
		||||
            cmd.Blit(_source, _destination, Settings.blitMaterial, Settings.blitMaterialPassIndex);
 | 
			
		||||
        }
 | 
			
		||||
        
 | 
			
		||||
        context.ExecuteCommandBuffer(cmd);
 | 
			
		||||
        CommandBufferPool.Release(cmd);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public override void FrameCleanup(CommandBuffer cmd)
 | 
			
		||||
    {
 | 
			
		||||
        if (_destinationId != -1)
 | 
			
		||||
        {
 | 
			
		||||
            cmd.ReleaseTemporaryRT(_destinationId);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        if (_source == _destination && _source != -1)
 | 
			
		||||
        {
 | 
			
		||||
            cmd.ReleaseTemporaryRT(_sourceId);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										11
									
								
								game/Assets/Scripts/Rendering/DrawFullscreenPass.cs.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										11
									
								
								game/Assets/Scripts/Rendering/DrawFullscreenPass.cs.meta
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,11 @@
 | 
			
		||||
fileFormatVersion: 2
 | 
			
		||||
guid: fbb0015bca8532241bf2cd83414e49d4
 | 
			
		||||
MonoImporter:
 | 
			
		||||
  externalObjects: {}
 | 
			
		||||
  serializedVersion: 2
 | 
			
		||||
  defaultReferences: []
 | 
			
		||||
  executionOrder: 0
 | 
			
		||||
  icon: {instanceID: 0}
 | 
			
		||||
  userData: 
 | 
			
		||||
  assetBundleName: 
 | 
			
		||||
  assetBundleVariant: 
 | 
			
		||||
							
								
								
									
										8
									
								
								game/Assets/Scripts/Rendering/Editor.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										8
									
								
								game/Assets/Scripts/Rendering/Editor.meta
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,8 @@
 | 
			
		||||
fileFormatVersion: 2
 | 
			
		||||
guid: 1060c58e7b49c69408424109e5c6f39b
 | 
			
		||||
folderAsset: yes
 | 
			
		||||
DefaultImporter:
 | 
			
		||||
  externalObjects: {}
 | 
			
		||||
  userData: 
 | 
			
		||||
  assetBundleName: 
 | 
			
		||||
  assetBundleVariant: 
 | 
			
		||||
@ -0,0 +1,82 @@
 | 
			
		||||
using UnityEditor;
 | 
			
		||||
 | 
			
		||||
namespace UnityEngine.Rendering.Universal
 | 
			
		||||
{
 | 
			
		||||
    [CustomPropertyDrawer(typeof(DrawFullscreenFeature.Settings))]
 | 
			
		||||
    public class DrawFullScreenFeatureDrawer : PropertyDrawer
 | 
			
		||||
    {
 | 
			
		||||
        static class Styles
 | 
			
		||||
        {
 | 
			
		||||
            public static readonly GUIContent materialLabel = EditorGUIUtility.TrTextContent("Material");
 | 
			
		||||
            public static readonly GUIContent materialPassLabel = EditorGUIUtility.TrTextContent("Material Pass");
 | 
			
		||||
            public static readonly GUIContent sourceTypeLabel = EditorGUIUtility.TrTextContent("Source Type");
 | 
			
		||||
            public static readonly GUIContent destinationTypeLabel = EditorGUIUtility.TrTextContent("Destination Type");
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
 | 
			
		||||
        {
 | 
			
		||||
            var renderPassEventProperty = property.FindPropertyRelative("renderPassEvent");
 | 
			
		||||
            var materialProperty = property.FindPropertyRelative("blitMaterial");
 | 
			
		||||
            var materialPassProperty = property.FindPropertyRelative("blitMaterialPassIndex");
 | 
			
		||||
            var sourceTypeProperty = property.FindPropertyRelative("sourceType");
 | 
			
		||||
            var destinationTypeProperty = property.FindPropertyRelative("destinationType");
 | 
			
		||||
            var sourceTextureIdProperty = property.FindPropertyRelative("sourceTextureId");
 | 
			
		||||
            var destinationTextureIdProperty = property.FindPropertyRelative("destinationTextureId");
 | 
			
		||||
 | 
			
		||||
            EditorGUI.BeginProperty(position, label, property);
 | 
			
		||||
            EditorGUILayout.PropertyField(renderPassEventProperty);
 | 
			
		||||
 | 
			
		||||
            EditorGUI.BeginChangeCheck();
 | 
			
		||||
            Material material = EditorGUILayout.ObjectField(Styles.materialLabel, materialProperty.objectReferenceValue, typeof(Material), allowSceneObjects: false) as Material;
 | 
			
		||||
            if (EditorGUI.EndChangeCheck())
 | 
			
		||||
                materialProperty.objectReferenceValue = material;
 | 
			
		||||
 | 
			
		||||
            DisplayPassPopup(material, materialPassProperty);
 | 
			
		||||
 | 
			
		||||
            EditorGUI.BeginChangeCheck();
 | 
			
		||||
            var selectedSourceType = (BufferType)EditorGUILayout.EnumPopup(Styles.sourceTypeLabel, (BufferType)sourceTypeProperty.enumValueIndex);
 | 
			
		||||
            if (EditorGUI.EndChangeCheck())
 | 
			
		||||
                sourceTypeProperty.enumValueIndex = (int)selectedSourceType;
 | 
			
		||||
 | 
			
		||||
            if (selectedSourceType != BufferType.CameraColor)
 | 
			
		||||
                EditorGUILayout.PropertyField(sourceTextureIdProperty);
 | 
			
		||||
 | 
			
		||||
            EditorGUI.BeginChangeCheck();
 | 
			
		||||
            var selectedDestinationType = (BufferType)EditorGUILayout.EnumPopup(Styles.destinationTypeLabel, (BufferType)destinationTypeProperty.enumValueIndex);
 | 
			
		||||
            if (EditorGUI.EndChangeCheck())
 | 
			
		||||
                destinationTypeProperty.enumValueIndex = (int)selectedDestinationType;
 | 
			
		||||
 | 
			
		||||
            if (selectedDestinationType != BufferType.CameraColor)
 | 
			
		||||
                EditorGUILayout.PropertyField(destinationTextureIdProperty);
 | 
			
		||||
 | 
			
		||||
            EditorGUI.EndProperty();
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        void DisplayPassPopup(Material material, SerializedProperty materialPassProperty)
 | 
			
		||||
        {
 | 
			
		||||
            if (material != null)
 | 
			
		||||
            {
 | 
			
		||||
                int passCount = material.passCount;
 | 
			
		||||
                if (passCount == 0)
 | 
			
		||||
                    return;
 | 
			
		||||
 | 
			
		||||
                string[] labels = new string[passCount];
 | 
			
		||||
                int[] options = new int[passCount];
 | 
			
		||||
                for (int i = 0; i < passCount; ++i)
 | 
			
		||||
                {
 | 
			
		||||
                    string passName = material.GetPassName(i);
 | 
			
		||||
                    if (passName.Length == 0)
 | 
			
		||||
                        passName = "Unnamed Pass";
 | 
			
		||||
 | 
			
		||||
                    labels[i] = string.Format("{0}: {1}", i, passName);
 | 
			
		||||
                    options[i] = i;
 | 
			
		||||
                }
 | 
			
		||||
 | 
			
		||||
                EditorGUI.BeginChangeCheck();
 | 
			
		||||
                int option = EditorGUILayout.IntPopup("Material Pass", materialPassProperty.intValue, labels, options);
 | 
			
		||||
                if (EditorGUI.EndChangeCheck())
 | 
			
		||||
                    materialPassProperty.intValue = option;
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@ -0,0 +1,11 @@
 | 
			
		||||
fileFormatVersion: 2
 | 
			
		||||
guid: ccf14f127679b1a43b655c351139666c
 | 
			
		||||
MonoImporter:
 | 
			
		||||
  externalObjects: {}
 | 
			
		||||
  serializedVersion: 2
 | 
			
		||||
  defaultReferences: []
 | 
			
		||||
  executionOrder: 0
 | 
			
		||||
  icon: {instanceID: 0}
 | 
			
		||||
  userData: 
 | 
			
		||||
  assetBundleName: 
 | 
			
		||||
  assetBundleVariant: 
 | 
			
		||||
							
								
								
									
										45
									
								
								game/Assets/Scripts/Rendering/GlitchFeature.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										45
									
								
								game/Assets/Scripts/Rendering/GlitchFeature.cs
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,45 @@
 | 
			
		||||
using System;
 | 
			
		||||
using System.Collections;
 | 
			
		||||
using System.Collections.Generic;
 | 
			
		||||
using UnityEngine;
 | 
			
		||||
using UnityEngine.Rendering;
 | 
			
		||||
using UnityEngine.Rendering.Universal;
 | 
			
		||||
using Debug = UnityEngine.Debug;
 | 
			
		||||
 | 
			
		||||
public class GlitchFeature : ScriptableRendererFeature
 | 
			
		||||
{
 | 
			
		||||
    [Serializable]
 | 
			
		||||
    public class Settings
 | 
			
		||||
    {
 | 
			
		||||
        public RenderTexture glitchTex;
 | 
			
		||||
        public RenderTexture blendTex;
 | 
			
		||||
 | 
			
		||||
        public Material blendMat;
 | 
			
		||||
        public Material fadeMat;
 | 
			
		||||
        
 | 
			
		||||
        public float sample;
 | 
			
		||||
        public float fadeStrength;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    [SerializeField] private Settings _settings = new Settings();
 | 
			
		||||
    
 | 
			
		||||
    private GlitchPass _glitchPass;
 | 
			
		||||
    private BlendPass _blendPass;
 | 
			
		||||
    
 | 
			
		||||
    public override void Create()
 | 
			
		||||
    {
 | 
			
		||||
        _blendPass = new BlendPass();
 | 
			
		||||
        _glitchPass = new GlitchPass();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
 | 
			
		||||
    {
 | 
			
		||||
        _blendPass.renderPassEvent = RenderPassEvent.BeforeRenderingPostProcessing;
 | 
			
		||||
        _blendPass.Settings = _settings;
 | 
			
		||||
        renderer.EnqueuePass(_blendPass);
 | 
			
		||||
        
 | 
			
		||||
        _glitchPass.renderPassEvent = RenderPassEvent.AfterRenderingOpaques;
 | 
			
		||||
        _glitchPass.Settings = _settings;
 | 
			
		||||
        renderer.EnqueuePass(_glitchPass);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										11
									
								
								game/Assets/Scripts/Rendering/GlitchFeature.cs.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										11
									
								
								game/Assets/Scripts/Rendering/GlitchFeature.cs.meta
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,11 @@
 | 
			
		||||
fileFormatVersion: 2
 | 
			
		||||
guid: 1f285233ce6e4cb49861d6718985fe9b
 | 
			
		||||
MonoImporter:
 | 
			
		||||
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 | 
			
		||||
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 | 
			
		||||
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 | 
			
		||||
  executionOrder: 0
 | 
			
		||||
  icon: {instanceID: 0}
 | 
			
		||||
  userData: 
 | 
			
		||||
  assetBundleName: 
 | 
			
		||||
  assetBundleVariant: 
 | 
			
		||||
							
								
								
									
										42
									
								
								game/Assets/Scripts/Rendering/GlitchPass.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										42
									
								
								game/Assets/Scripts/Rendering/GlitchPass.cs
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,42 @@
 | 
			
		||||
using System.Collections;
 | 
			
		||||
using System.Collections.Generic;
 | 
			
		||||
using UnityEngine;
 | 
			
		||||
using UnityEngine.Rendering;
 | 
			
		||||
using UnityEngine.Rendering.Universal;
 | 
			
		||||
 | 
			
		||||
public class GlitchPass : ScriptableRenderPass
 | 
			
		||||
{
 | 
			
		||||
    public GlitchFeature.Settings Settings { get; set; }
 | 
			
		||||
 | 
			
		||||
    private RenderTargetIdentifier _src;
 | 
			
		||||
    private RenderTargetIdentifier _dest;
 | 
			
		||||
 | 
			
		||||
    public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
 | 
			
		||||
    {
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
 | 
			
		||||
    {
 | 
			
		||||
        base.Configure(cmd, cameraTextureDescriptor);
 | 
			
		||||
 | 
			
		||||
        // _src = new RenderTargetIdentifier(Settings.glitchTex);
 | 
			
		||||
        // _dest = new RenderTargetIdentifier(Settings.blendTex);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
 | 
			
		||||
    {
 | 
			
		||||
        var cmd = CommandBufferPool.Get();
 | 
			
		||||
        
 | 
			
		||||
        // set properties on material
 | 
			
		||||
        // var blend = Settings.blendMaterial;
 | 
			
		||||
        // blend.SetFloat("_Sample", Settings.sample);
 | 
			
		||||
        // blend.SetFloat("_DeltaTime", Time.deltaTime);
 | 
			
		||||
        //
 | 
			
		||||
        // blend.SetTexture("_GlitchTex", Settings.glitchTex);
 | 
			
		||||
        // blend.SetTexture("_BlendTex", Settings.blendTex);
 | 
			
		||||
        
 | 
			
		||||
        // cmd.Blit(_src,_dest,blend);
 | 
			
		||||
        
 | 
			
		||||
        context.ExecuteCommandBuffer(cmd);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										11
									
								
								game/Assets/Scripts/Rendering/GlitchPass.cs.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										11
									
								
								game/Assets/Scripts/Rendering/GlitchPass.cs.meta
									
									
									
									
									
										Normal file
									
								
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										13
									
								
								game/Assets/Scripts/Rendering/GlitchRenderPipelineAsset.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										13
									
								
								game/Assets/Scripts/Rendering/GlitchRenderPipelineAsset.cs
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,13 @@
 | 
			
		||||
using System.Collections;
 | 
			
		||||
using System.Collections.Generic;
 | 
			
		||||
using UnityEngine;
 | 
			
		||||
using UnityEngine.Rendering;
 | 
			
		||||
 | 
			
		||||
[CreateAssetMenu(menuName = "KernelPanic/Rendering/Glitch Render Pipeline Asset")]
 | 
			
		||||
public class GlitchRenderPipelineAsset : RenderPipelineAsset
 | 
			
		||||
{
 | 
			
		||||
    protected override RenderPipeline CreatePipeline()
 | 
			
		||||
    {
 | 
			
		||||
        return new GlitchRenderPipelineInstance();
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@ -0,0 +1,11 @@
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		||||
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@ -0,0 +1,11 @@
 | 
			
		||||
using System.Collections;
 | 
			
		||||
using System.Collections.Generic;
 | 
			
		||||
using UnityEngine;
 | 
			
		||||
using UnityEngine.Rendering;
 | 
			
		||||
 | 
			
		||||
public class GlitchRenderPipelineInstance : RenderPipeline
 | 
			
		||||
{
 | 
			
		||||
    protected override void Render(ScriptableRenderContext context, Camera[] cameras)
 | 
			
		||||
    {
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
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		||||
							
								
								
									
										24
									
								
								game/Assets/Scripts/Rendering/GraphicsInit.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										24
									
								
								game/Assets/Scripts/Rendering/GraphicsInit.cs
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,24 @@
 | 
			
		||||
using System.Collections;
 | 
			
		||||
using System.Collections.Generic;
 | 
			
		||||
using UnityEngine;
 | 
			
		||||
 | 
			
		||||
[ExecuteAlways]
 | 
			
		||||
public class GraphicsInit : MonoBehaviour
 | 
			
		||||
{
 | 
			
		||||
    private RenderTexture _glitchRT;
 | 
			
		||||
    
 | 
			
		||||
    private const string _GlitchTex = "_GlitchTex";
 | 
			
		||||
    
 | 
			
		||||
    void Awake()
 | 
			
		||||
    {
 | 
			
		||||
        // _glitchRT = new RenderTexture(Screen.width, Screen.height, 24, RenderTextureFormat.ARGB32);
 | 
			
		||||
        // _glitchRT.name = _GlitchTex;
 | 
			
		||||
        // _glitchRT.enableRandomWrite = true;
 | 
			
		||||
        // _glitchRT.Create();
 | 
			
		||||
        //
 | 
			
		||||
        // Shader.SetGlobalTexture(_GlitchTex, _glitchRT);
 | 
			
		||||
        //
 | 
			
		||||
        // Graphics.ClearRandomWriteTargets();
 | 
			
		||||
        // Graphics.SetRandomWriteTarget(1, _glitchRT);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										11
									
								
								game/Assets/Scripts/Rendering/GraphicsInit.cs.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										11
									
								
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										Normal file
									
								
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    overrideStencilState: 0
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    passOperation: 2
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    failOperation: 2
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    zFailOperation: 2
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 | 
			
		||||
    sample: 0.5
 | 
			
		||||
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@ -12,16 +12,17 @@ MonoBehaviour:
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@ -33,8 +34,9 @@ MonoBehaviour:
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  m_ShadowCascades: 1
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  m_ShadowCascadeCount: 2
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		||||
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		||||
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		||||
							
								
								
									
										76
									
								
								game/Assets/Shaders/add.shader
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										76
									
								
								game/Assets/Shaders/add.shader
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,76 @@
 | 
			
		||||
Shader "KernelPanic/add"
 | 
			
		||||
{
 | 
			
		||||
    Properties
 | 
			
		||||
    {
 | 
			
		||||
//        _NoiseTex ("Noise Tex", 2D) = "black" 
 | 
			
		||||
//	    [HideInInspector]_MainTex ("Base (RGB)", 2D) = "white" {}
 | 
			
		||||
//        _GlitchTex ("Glitch Tex", 2D) = "black" 
 | 
			
		||||
//        [Range(0,1)] _Sample ("Sample", Float) = 0.5
 | 
			
		||||
    }
 | 
			
		||||
    SubShader
 | 
			
		||||
    {
 | 
			
		||||
        Cull Off ZWrite Off ZTest Always Blend SrcAlpha OneMinusSrcAlpha
 | 
			
		||||
        
 | 
			
		||||
        Pass
 | 
			
		||||
        {
 | 
			
		||||
            
 | 
			
		||||
            CGPROGRAM
 | 
			
		||||
            #pragma vertex vert
 | 
			
		||||
            #pragma fragment frag
 | 
			
		||||
 | 
			
		||||
            #include "UnityCG.cginc"
 | 
			
		||||
 | 
			
		||||
            struct appdata
 | 
			
		||||
            {
 | 
			
		||||
                float4 vertex : POSITION;
 | 
			
		||||
                float2 uv : TEXCOORD0;
 | 
			
		||||
            };
 | 
			
		||||
 | 
			
		||||
            struct v2f
 | 
			
		||||
            {
 | 
			
		||||
                float2 uv : TEXCOORD0;
 | 
			
		||||
                float4 vertex : SV_POSITION;
 | 
			
		||||
            };
 | 
			
		||||
 | 
			
		||||
            v2f vert (appdata v)
 | 
			
		||||
            {
 | 
			
		||||
                v2f o;
 | 
			
		||||
                o.vertex = UnityObjectToClipPos(v.vertex);
 | 
			
		||||
                o.uv = v.uv;
 | 
			
		||||
                return o;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            // This macro declares _BaseMap as a Texture2D object.
 | 
			
		||||
            // TEXTURE2D(_MainTex);
 | 
			
		||||
            // TEXTURE2D(_NoiseMap);
 | 
			
		||||
            
 | 
			
		||||
            // This macro declares the sampler for the _BaseMap texture.
 | 
			
		||||
            // SAMPLER(sampler_MainTex);
 | 
			
		||||
            // SAMPLER(sampler_NoiseMap);
 | 
			
		||||
            
 | 
			
		||||
            sampler2D _BlendTex;
 | 
			
		||||
            sampler2D _GlitchTex;
 | 
			
		||||
            sampler2D _MainTex;
 | 
			
		||||
            
 | 
			
		||||
            float _Sample;
 | 
			
		||||
            float _DeltaTime;
 | 
			
		||||
 | 
			
		||||
            fixed4 frag (v2f i) : SV_Target
 | 
			
		||||
            {
 | 
			
		||||
               
 | 
			
		||||
                // sample raw glitch
 | 
			
		||||
                float4 g = float4(tex2D(_GlitchTex, i.uv).rgb, _Sample);
 | 
			
		||||
                
 | 
			
		||||
                // float a = length(g.xyz)/length(float3(1,1,1));
 | 
			
		||||
                // g.a = lerp(a, 0, _Sample);
 | 
			
		||||
                
 | 
			
		||||
                // float4 g = float4(tex2D(_GlitchTex, i.uv).rgb, _Sample);
 | 
			
		||||
                // float4 b = float4(tex2D(_BlendTex, i.uv).rgb, _Sample);
 | 
			
		||||
                
 | 
			
		||||
                return g;
 | 
			
		||||
            }
 | 
			
		||||
            ENDCG
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
							
								
								
									
										10
									
								
								game/Assets/Shaders/add.shader.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										10
									
								
								game/Assets/Shaders/add.shader.meta
									
									
									
									
									
										Normal file
									
								
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										87
									
								
								game/Assets/Shaders/fade.shader
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										87
									
								
								game/Assets/Shaders/fade.shader
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,87 @@
 | 
			
		||||
Shader "KernelPanic/fade"
 | 
			
		||||
{
 | 
			
		||||
    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
 | 
			
		||||
        [Range(0,1)] _Strength ("Strength", Float) = 0.5
 | 
			
		||||
    }
 | 
			
		||||
    SubShader
 | 
			
		||||
    {
 | 
			
		||||
        // No culling or depth
 | 
			
		||||
        Cull Off ZWrite Off ZTest Always Blend SrcAlpha OneMinusSrcAlpha
 | 
			
		||||
 | 
			
		||||
        Pass
 | 
			
		||||
        {
 | 
			
		||||
            CGPROGRAM
 | 
			
		||||
            #pragma vertex vert
 | 
			
		||||
            #pragma fragment frag
 | 
			
		||||
 | 
			
		||||
            #include "UnityCG.cginc"
 | 
			
		||||
 | 
			
		||||
            struct appdata
 | 
			
		||||
            {
 | 
			
		||||
                float4 vertex : POSITION;
 | 
			
		||||
                float2 uv : TEXCOORD0;
 | 
			
		||||
            };
 | 
			
		||||
 | 
			
		||||
            struct v2f
 | 
			
		||||
            {
 | 
			
		||||
                float2 uv : TEXCOORD0;
 | 
			
		||||
                float4 vertex : SV_POSITION;
 | 
			
		||||
            };
 | 
			
		||||
 | 
			
		||||
            v2f vert (appdata v)
 | 
			
		||||
            {
 | 
			
		||||
                v2f o;
 | 
			
		||||
                o.vertex = UnityObjectToClipPos(v.vertex);
 | 
			
		||||
                o.uv = v.uv;
 | 
			
		||||
                return o;
 | 
			
		||||
            }
 | 
			
		||||
            
 | 
			
		||||
            sampler2D _MainTex;
 | 
			
		||||
            // sampler2D _GlitchBlendTex;
 | 
			
		||||
            // sampler2D _NoiseTex;
 | 
			
		||||
            // sampler2D _CameraDepthTexture;
 | 
			
		||||
            //
 | 
			
		||||
            // float _Sample;
 | 
			
		||||
 | 
			
		||||
            float _Strength;
 | 
			
		||||
            
 | 
			
		||||
            fixed4 frag (v2f i) : SV_Target
 | 
			
		||||
            {
 | 
			
		||||
                return tex2D(_MainTex, i.uv) * _Strength;
 | 
			
		||||
                
 | 
			
		||||
                // float4 c = tex2D(_MainTex, i.uv);
 | 
			
		||||
                // return float4(c.rgb,lerp(0,c.a,_Strength));
 | 
			
		||||
                
 | 
			
		||||
                // // 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);
 | 
			
		||||
                //
 | 
			
		||||
                // // raw blended glitch used to blend between things
 | 
			
		||||
                // float4 g = tex2D(_GlitchBlendTex, i.uv);
 | 
			
		||||
                //
 | 
			
		||||
                // // c = lerp(c,cn,g);
 | 
			
		||||
                // c = lerp(c,g,g);
 | 
			
		||||
                //
 | 
			
		||||
                // return c;
 | 
			
		||||
                // return tex2D(_CameraDepthTexture, i.uv);
 | 
			
		||||
            }
 | 
			
		||||
            ENDCG
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
							
								
								
									
										10
									
								
								game/Assets/Shaders/fade.shader.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										10
									
								
								game/Assets/Shaders/fade.shader.meta
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,10 @@
 | 
			
		||||
fileFormatVersion: 2
 | 
			
		||||
guid: 6dc91d48fe82b1f4c803647ce64e83c3
 | 
			
		||||
ShaderImporter:
 | 
			
		||||
  externalObjects: {}
 | 
			
		||||
  defaultTextures: []
 | 
			
		||||
  nonModifiableTextures: []
 | 
			
		||||
  preprocessorOverride: 0
 | 
			
		||||
  userData: 
 | 
			
		||||
  assetBundleName: 
 | 
			
		||||
  assetBundleVariant: 
 | 
			
		||||
							
								
								
									
										147
									
								
								game/Assets/Shaders/glitch.shader
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										147
									
								
								game/Assets/Shaders/glitch.shader
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,147 @@
 | 
			
		||||
// This shader draws a texture on the mesh.
 | 
			
		||||
Shader "KernelPanic/glitch"
 | 
			
		||||
{
 | 
			
		||||
    // The _BaseMap variable is visible in the Material's Inspector, as a field
 | 
			
		||||
    // called Base Map.
 | 
			
		||||
    Properties
 | 
			
		||||
    { 
 | 
			
		||||
        [HDR] _BaseColor("Base Color", Color) = (1,1,1,1)
 | 
			
		||||
        [HDR] _NoiseColor("Noise Color", Color) = (1,1,1,1)
 | 
			
		||||
        
 | 
			
		||||
        _BaseMap("Base Map", 2D) = "white"
 | 
			
		||||
        _NoiseMap1("Noise 1", 2D) = "black"
 | 
			
		||||
        _NoiseMap2("Noise 2", 2D) = "black"
 | 
			
		||||
        _NoiseMap3("Noise 3", 2D) = "black"
 | 
			
		||||
        _GlitchTex("Glitch Tex", 2D) = "black"
 | 
			
		||||
        
 | 
			
		||||
        _Distortion("Distortion", Float) = 0
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    SubShader
 | 
			
		||||
    {
 | 
			
		||||
        Tags { 
 | 
			
		||||
            "RenderType" = "Opaque" 
 | 
			
		||||
            "Queue" = "Geometry"
 | 
			
		||||
            "RenderPipeline" = "UniversalRenderPipeline" 
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        Pass
 | 
			
		||||
        {
 | 
			
		||||
//            Stencil
 | 
			
		||||
//            {
 | 
			
		||||
//                Ref 1
 | 
			
		||||
//                Pass replace
 | 
			
		||||
//                Fail replace
 | 
			
		||||
//                ZFail replace
 | 
			
		||||
//            }
 | 
			
		||||
            Cull Off
 | 
			
		||||
            Zwrite On
 | 
			
		||||
//            ZTest LEqual
 | 
			
		||||
            Blend SrcAlpha OneMinusSrcAlpha
 | 
			
		||||
            
 | 
			
		||||
            HLSLPROGRAM
 | 
			
		||||
            // #pragma target 5.0
 | 
			
		||||
            // #pragma only_renderers d3d11
 | 
			
		||||
            
 | 
			
		||||
            #pragma vertex vert
 | 
			
		||||
            #pragma fragment frag
 | 
			
		||||
 | 
			
		||||
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
 | 
			
		||||
            #include "Assets/Shaders/random.cginc"
 | 
			
		||||
 | 
			
		||||
            struct Attributes
 | 
			
		||||
            {
 | 
			
		||||
                float4 positionOS   : POSITION;
 | 
			
		||||
                // The uv variable contains the UV coordinate on the texture for the
 | 
			
		||||
                // given vertex.
 | 
			
		||||
                float2 uv           : TEXCOORD0;
 | 
			
		||||
                half3 normal        : NORMAL;
 | 
			
		||||
            };
 | 
			
		||||
 | 
			
		||||
            struct Varyings
 | 
			
		||||
            {
 | 
			
		||||
                float4 positionHCS  : SV_POSITION;
 | 
			
		||||
                // The uv variable contains the UV coordinate on the texture for the
 | 
			
		||||
                // given vertex.
 | 
			
		||||
                float2 uv           : TEXCOORD0;
 | 
			
		||||
                half3 normal        : NORMAL;
 | 
			
		||||
                float4 screenPos    : TEXCOORD1;
 | 
			
		||||
            };
 | 
			
		||||
 | 
			
		||||
            float _Distortion;
 | 
			
		||||
            float4 _NoiseColor;
 | 
			
		||||
            float4 _BaseColor;
 | 
			
		||||
 | 
			
		||||
            // This macro declares _BaseMap as a Texture2D object.
 | 
			
		||||
            TEXTURE2D(_BaseMap);
 | 
			
		||||
            TEXTURE2D(_NoiseMap1);
 | 
			
		||||
            TEXTURE2D(_NoiseMap2);
 | 
			
		||||
            TEXTURE2D(_NoiseMap3);
 | 
			
		||||
            TEXTURE2D(_GlitchTex);
 | 
			
		||||
            TEXTURE2D(_CameraDepthTexture);
 | 
			
		||||
            
 | 
			
		||||
            // This macro declares the sampler for the _BaseMap texture.
 | 
			
		||||
            SAMPLER(sampler_BaseMap);
 | 
			
		||||
            SAMPLER(sampler_NoiseMap1);
 | 
			
		||||
            SAMPLER(sampler_NoiseMap2);
 | 
			
		||||
            SAMPLER(sampler_NoiseMap3);
 | 
			
		||||
            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 
 | 
			
		||||
                // suffix is necessary for the tiling and offset function to work.
 | 
			
		||||
                float4 _BaseMap_ST;
 | 
			
		||||
                float4 _NoiseMap_ST;
 | 
			
		||||
            CBUFFER_END
 | 
			
		||||
            
 | 
			
		||||
            Varyings vert(Attributes IN)
 | 
			
		||||
            {
 | 
			
		||||
                Varyings OUT;
 | 
			
		||||
                OUT.normal = TransformObjectToWorldDir(IN.normal);
 | 
			
		||||
                // OUT.normal = IN.normal;
 | 
			
		||||
 | 
			
		||||
                OUT.positionHCS = TransformObjectToHClip(IN.positionOS);
 | 
			
		||||
                // The TRANSFORM_TEX macro performs the tiling and offset
 | 
			
		||||
                // transformation.
 | 
			
		||||
                OUT.uv = TRANSFORM_TEX(IN.uv, _BaseMap);
 | 
			
		||||
                OUT.screenPos = ComputeScreenPos(OUT.positionHCS);
 | 
			
		||||
                return OUT;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            half4 frag(Varyings IN) : SV_Target
 | 
			
		||||
            {
 | 
			
		||||
                
 | 
			
		||||
                float2 suv = IN.screenPos.xy/IN.screenPos.w;
 | 
			
		||||
                
 | 
			
		||||
                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));
 | 
			
		||||
                n *= _NoiseColor;
 | 
			
		||||
 | 
			
		||||
                // sample color
 | 
			
		||||
                float4 c = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, nuv);
 | 
			
		||||
                // c *= _BaseColor;
 | 
			
		||||
 | 
			
		||||
                // sample blended glitch
 | 
			
		||||
                float4 b = SAMPLE_TEXTURE2D(_GlitchTex, sampler_GlitchTex, suv);
 | 
			
		||||
                c = lerp(c,(1-c),b);
 | 
			
		||||
                c += n;
 | 
			
		||||
 | 
			
		||||
                // cheeky bit of top shading
 | 
			
		||||
                c += dot(float3(0,1,0), IN.normal) * d;
 | 
			
		||||
                
 | 
			
		||||
                return c *= _BaseColor;
 | 
			
		||||
            }
 | 
			
		||||
            ENDHLSL
 | 
			
		||||
        }
 | 
			
		||||
       
 | 
			
		||||
        UsePass "Universal Render Pipeline/Lit/DepthOnly" 
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										10
									
								
								game/Assets/Shaders/glitch.shader.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										10
									
								
								game/Assets/Shaders/glitch.shader.meta
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,10 @@
 | 
			
		||||
fileFormatVersion: 2
 | 
			
		||||
guid: 91517451bf5416c44a73fd65d42c122a
 | 
			
		||||
ShaderImporter:
 | 
			
		||||
  externalObjects: {}
 | 
			
		||||
  defaultTextures: []
 | 
			
		||||
  nonModifiableTextures: []
 | 
			
		||||
  preprocessorOverride: 0
 | 
			
		||||
  userData: 
 | 
			
		||||
  assetBundleName: 
 | 
			
		||||
  assetBundleVariant: 
 | 
			
		||||
							
								
								
									
										14
									
								
								game/Assets/Shaders/glitch_blend.compute
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										14
									
								
								game/Assets/Shaders/glitch_blend.compute
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,14 @@
 | 
			
		||||
// Each #kernel tells which function to compile; you can have many kernels
 | 
			
		||||
#pragma kernel CSMain
 | 
			
		||||
 | 
			
		||||
// Create a RenderTexture with enableRandomWrite flag and set it
 | 
			
		||||
// with cs.SetTexture
 | 
			
		||||
RWTexture2D<float4> Result;
 | 
			
		||||
 | 
			
		||||
[numthreads(8,8,1)]
 | 
			
		||||
void CSMain (uint3 id : SV_DispatchThreadID)
 | 
			
		||||
{
 | 
			
		||||
    // TODO: insert actual code here!
 | 
			
		||||
 | 
			
		||||
    Result[id.xy] = float4(id.x & id.y, (id.x & 15)/15.0, (id.y & 15)/15.0, 0.0);
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										9
									
								
								game/Assets/Shaders/glitch_blend.compute.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										9
									
								
								game/Assets/Shaders/glitch_blend.compute.meta
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,9 @@
 | 
			
		||||
fileFormatVersion: 2
 | 
			
		||||
guid: 8b74862ff1919544a964ee5f33387bc1
 | 
			
		||||
ComputeShaderImporter:
 | 
			
		||||
  externalObjects: {}
 | 
			
		||||
  currentAPIMask: 4
 | 
			
		||||
  preprocessorOverride: 0
 | 
			
		||||
  userData: 
 | 
			
		||||
  assetBundleName: 
 | 
			
		||||
  assetBundleVariant: 
 | 
			
		||||
							
								
								
									
										42
									
								
								game/Assets/Shaders/random.cginc
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										42
									
								
								game/Assets/Shaders/random.cginc
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,42 @@
 | 
			
		||||
float4 hash42(float2 p)
 | 
			
		||||
{
 | 
			
		||||
    float4 p4 = frac(float4(p.xyxy) * float4(443.8975, 397.2973, 491.1871, 470.7827));
 | 
			
		||||
    p4 += dot(p4.wzxy, p4 + 19.19);
 | 
			
		||||
    return frac(float4(p4.x * p4.y, p4.x * p4.z, p4.y * p4.w, p4.x * p4.w));
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
float hash(float n)
 | 
			
		||||
{
 | 
			
		||||
    return frac(sin(n) * 43758.5453123);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
float n(in float3 x)
 | 
			
		||||
{
 | 
			
		||||
    float3 p = floor(x);
 | 
			
		||||
    float3 f = frac(x);
 | 
			
		||||
    f = f * f * (3.0 - 2.0 * f);
 | 
			
		||||
    float n = p.x + p.y * 57.0 + 113.0 * p.z;
 | 
			
		||||
    float res = lerp(lerp(lerp(hash(n + 0.0), hash(n + 1.0), f.x),
 | 
			
		||||
                          lerp(hash(n + 57.0), hash(n + 58.0), f.x), f.y),
 | 
			
		||||
                     lerp(lerp(hash(n + 113.0), hash(n + 114.0), f.x),
 | 
			
		||||
                          lerp(hash(n + 170.0), hash(n + 171.0), f.x), f.y), f.z);
 | 
			
		||||
    return res;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
//tape noise
 | 
			
		||||
float tape_noise(float2 p, float2 t)
 | 
			
		||||
{
 | 
			
		||||
    float y = p.y;
 | 
			
		||||
    float s = t.x + 200;
 | 
			
		||||
 | 
			
		||||
    float v = (n(float3(y * .01 + s, 1., 1.0)) + .0)
 | 
			
		||||
        * (n(float3(y * .011 + 1000.0 + s, 1., 1.0)) + .0)
 | 
			
		||||
        * (n(float3(y * .51 + 421.0 + s, 1., 1.0)) + .0);
 | 
			
		||||
 | 
			
		||||
    v *= hash42(float2(p.x + t.y + 200, p.y)).x + 2;
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
    v = abs(pow(v + .3, 1.));
 | 
			
		||||
    if (v < .5) v = 0.; //threshold
 | 
			
		||||
    return v;
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										10
									
								
								game/Assets/Shaders/random.cginc.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										10
									
								
								game/Assets/Shaders/random.cginc.meta
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,10 @@
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fileFormatVersion: 2
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guid: c18a64020b4f3264e8daca99bba648a7
 | 
			
		||||
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		||||
  externalObjects: {}
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		||||
  defaultTextures: []
 | 
			
		||||
  nonModifiableTextures: []
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		||||
  preprocessorOverride: 0
 | 
			
		||||
  userData: 
 | 
			
		||||
  assetBundleName: 
 | 
			
		||||
  assetBundleVariant: 
 | 
			
		||||
							
								
								
									
										79
									
								
								game/Assets/Shaders/stencil.shader
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										79
									
								
								game/Assets/Shaders/stencil.shader
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,79 @@
 | 
			
		||||
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
 | 
			
		||||
 | 
			
		||||
        Pass
 | 
			
		||||
        {
 | 
			
		||||
            CGPROGRAM
 | 
			
		||||
            #pragma vertex vert
 | 
			
		||||
            #pragma fragment frag
 | 
			
		||||
 | 
			
		||||
            #include "UnityCG.cginc"
 | 
			
		||||
 | 
			
		||||
            struct appdata
 | 
			
		||||
            {
 | 
			
		||||
                float4 vertex : POSITION;
 | 
			
		||||
                float2 uv : TEXCOORD0;
 | 
			
		||||
            };
 | 
			
		||||
 | 
			
		||||
            struct v2f
 | 
			
		||||
            {
 | 
			
		||||
                float2 uv : TEXCOORD0;
 | 
			
		||||
                float4 vertex : SV_POSITION;
 | 
			
		||||
            };
 | 
			
		||||
 | 
			
		||||
            v2f vert (appdata v)
 | 
			
		||||
            {
 | 
			
		||||
                v2f o;
 | 
			
		||||
                o.vertex = UnityObjectToClipPos(v.vertex);
 | 
			
		||||
                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);
 | 
			
		||||
 | 
			
		||||
                // raw blended glitch used to blend between things
 | 
			
		||||
                float4 g = tex2D(_GlitchBlendTex, i.uv);
 | 
			
		||||
 | 
			
		||||
                // c = lerp(c,cn,g);
 | 
			
		||||
                c = lerp(c,g,g);
 | 
			
		||||
                
 | 
			
		||||
                return c;
 | 
			
		||||
                // return tex2D(_CameraDepthTexture, i.uv);
 | 
			
		||||
            }
 | 
			
		||||
            ENDCG
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
							
								
								
									
										10
									
								
								game/Assets/Shaders/stencil.shader.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										10
									
								
								game/Assets/Shaders/stencil.shader.meta
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,10 @@
 | 
			
		||||
fileFormatVersion: 2
 | 
			
		||||
guid: 85ef2333007a42e4f872817aa0604ab6
 | 
			
		||||
ShaderImporter:
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