bunch of glitchy graphics stuff idk

This commit is contained in:
Cat Flynn 2021-04-24 02:06:03 +01:00
parent 88b2b9aa10
commit b91e97984f
3541 changed files with 259996 additions and 70 deletions

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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;
private RenderTargetIdentifier _dest;
private RenderTargetHandle _tempTex;
private RenderTargetIdentifier _cameraColor;
public void Setup(RenderTargetIdentifier cameraColor)
{
_cameraColor = cameraColor;
}
public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
{
base.Configure(cmd, cameraTextureDescriptor);
_src = new RenderTargetIdentifier(Settings.glitchTex);
_dest = new RenderTargetIdentifier(Settings.blendTex);
cmd.GetTemporaryRT(_tempTex.id, Settings.blendTex.descriptor);
}
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
var cmd = CommandBufferPool.Get();
// set properties on material
var blend = Settings.blendMat;
blend.SetFloat("_Sample", Settings.sample * Time.deltaTime);
blend.SetFloat("_DeltaTime", Time.deltaTime);
blend.SetTexture("_GlitchTex", Settings.glitchTex);
blend.SetTexture("_BlendTex", Settings.blendTex);
cmd.Blit(_src,_dest,blend);
context.ExecuteCommandBuffer(cmd);
}
public override void FrameCleanup(CommandBuffer cmd)
{
cmd.ReleaseTemporaryRT(_tempTex.id);
}
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using UnityEngine;
using UnityEngine.Rendering.Universal;
[RequireComponent(typeof(Camera)), ExecuteAlways]
public class CameraMatch : MonoBehaviour
{
public Camera camera;
private Camera m_ThisCamera;
private UniversalAdditionalCameraData m_CamData;
private UniversalAdditionalCameraData m_ThisCamData;
private void OnEnable()
{
if (!camera) return;
camera.TryGetComponent(out m_CamData);
TryGetComponent(out m_ThisCamera);
TryGetComponent(out m_ThisCamData);
}
private void LateUpdate()
{
if(!camera || !m_CamData || !m_ThisCamera || !m_ThisCamData) return;
m_ThisCamera.transform.position = camera.transform.position;
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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;
}
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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);
}
}
}

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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;
}
}
}
}

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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);
}
}

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@ -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);
}
}

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@ -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();
}
}

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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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@ -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);
}
}

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m_Name: ForwardRenderer
m_EditorClassIdentifier:
m_RendererFeatures: []
m_RendererFeatureMap:
m_RendererFeatures:
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m_RendererFeatureMap: 38dc2b5fdfbdfc2b
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xrSystemData: {fileID: 11400000, guid: 60e1133243b97e347b653163a8c01b64, type: 2}
shaders:
@ -34,11 +35,31 @@ MonoBehaviour:
m_Bits: 4294967295
m_DefaultStencilState:
overrideStencilState: 0
stencilReference: 0
stencilReference: 1
stencilCompareFunction: 8
passOperation: 0
failOperation: 0
zFailOperation: 0
passOperation: 2
failOperation: 2
zFailOperation: 2
m_ShadowTransparentReceive: 1
m_RenderingMode: 0
m_AccurateGbufferNormals: 0
--- !u!114 &3169617004834053176
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m_Script: {fileID: 11500000, guid: 1f285233ce6e4cb49861d6718985fe9b, type: 3}
m_Name: Glitch Renderer
m_EditorClassIdentifier:
m_Active: 1
_settings:
glitchTex: {fileID: 8400000, guid: 643f93434e571d744a700fb58c7fd2c2, type: 2}
blendTex: {fileID: 8400000, guid: 36a2435496603f54cb0ed075dccd1146, type: 2}
blendMat: {fileID: 2100000, guid: da580221ba039484c9583941b62b78c5, type: 2}
fadeMat: {fileID: 2100000, guid: eaee005f02a8524439f9f42ab8dc0001, type: 2}
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m_Name: UniversalRP-HighQuality
m_EditorClassIdentifier:
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k_AssetPreviousVersion: 5
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m_OpaqueDownsampling: 1
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m_SupportsHDR: 1
m_MSAA: 2
m_RenderScale: 1
@ -33,8 +34,9 @@ MonoBehaviour:
m_AdditionalLightShadowsSupported: 1
m_AdditionalLightsShadowmapResolution: 512
m_ShadowDistance: 50
m_ShadowCascades: 1
m_ShadowCascadeCount: 2
m_Cascade2Split: 0.25
m_Cascade3Split: {x: 0.1, y: 0.3}
m_Cascade4Split: {x: 0.067, y: 0.2, z: 0.467}
m_ShadowDepthBias: 1
m_ShadowNormalBias: 1
@ -43,6 +45,7 @@ MonoBehaviour:
m_SupportsDynamicBatching: 0
m_MixedLightingSupported: 1
m_DebugLevel: 0
m_UseAdaptivePerformance: 1
m_ColorGradingMode: 0
m_ColorGradingLutSize: 32
m_ShadowType: 1
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m_MaxPixelLights: 0
m_ShadowAtlasResolution: 256
m_ShaderVariantLogLevel: 0
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@ -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
}
}
}

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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
}
}
}

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// 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"
}
}

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// 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);
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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;
}

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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
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float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
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v2f vert (appdata v)
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return o;
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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
}
}
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