bunch of glitchy graphics stuff idk
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using System.Collections;
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using UnityEngine;
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using UnityEngine.InputSystem;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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{
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private RenderTargetIdentifier _cameraColor;
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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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{
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base.Configure(cmd, cameraTextureDescriptor);
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_src = new RenderTargetIdentifier(Settings.glitchTex);
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_dest = new RenderTargetIdentifier(Settings.blendTex);
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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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// set properties on material
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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("_DeltaTime", Time.deltaTime);
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blend.SetTexture("_GlitchTex", Settings.glitchTex);
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blend.SetTexture("_BlendTex", Settings.blendTex);
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cmd.Blit(_src,_dest,blend);
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context.ExecuteCommandBuffer(cmd);
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}
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public override void FrameCleanup(CommandBuffer cmd)
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{
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@ -0,0 +1,30 @@
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using UnityEngine;
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using UnityEngine.Rendering.Universal;
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[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_ThisCamera);
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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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m_ThisCamera.projectionMatrix = camera.projectionMatrix;
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}
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icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -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);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 1803cf2a36a1a8b47bb8caa89d2d6684
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: fbb0015bca8532241bf2cd83414e49d4
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -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:
|
|
@ -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);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 1f285233ce6e4cb49861d6718985fe9b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -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);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: dfc051b81da947d40a1d9cbcb3059aab
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
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icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -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 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 879f16b1896298449925c7338d9ef380
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -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)
|
||||
{
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
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||||
guid: 0daf9bba963ce0241a6a03944bd7e5eb
|
||||
MonoImporter:
|
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externalObjects: {}
|
||||
serializedVersion: 2
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||||
defaultReferences: []
|
||||
executionOrder: 0
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icon: {instanceID: 0}
|
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userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -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);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
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||||
guid: fc9d9e1b80fbe114cafed6d091a95437
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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:
|
|
@ -12,8 +12,9 @@ MonoBehaviour:
|
|||
m_Script: {fileID: 11500000, guid: de640fe3d0db1804a85f9fc8f5cadab6, type: 3}
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m_Name: ForwardRenderer
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||||
m_EditorClassIdentifier:
|
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m_RendererFeatures: []
|
||||
m_RendererFeatureMap:
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m_RendererFeatures:
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- {fileID: 3169617004834053176}
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m_RendererFeatureMap: 38dc2b5fdfbdfc2b
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postProcessData: {fileID: 11400000, guid: 41439944d30ece34e96484bdb6645b55, type: 2}
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xrSystemData: {fileID: 11400000, guid: 60e1133243b97e347b653163a8c01b64, type: 2}
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||||
shaders:
|
||||
|
@ -34,11 +35,31 @@ MonoBehaviour:
|
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m_Bits: 4294967295
|
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m_DefaultStencilState:
|
||||
overrideStencilState: 0
|
||||
stencilReference: 0
|
||||
stencilReference: 1
|
||||
stencilCompareFunction: 8
|
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passOperation: 0
|
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failOperation: 0
|
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zFailOperation: 0
|
||||
passOperation: 2
|
||||
failOperation: 2
|
||||
zFailOperation: 2
|
||||
m_ShadowTransparentReceive: 1
|
||||
m_RenderingMode: 0
|
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m_AccurateGbufferNormals: 0
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--- !u!114 &3169617004834053176
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_Enabled: 0
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m_EditorHideFlags: 0
|
||||
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}
|
||||
sample: 0.5
|
||||
fadeStrength: 1
|
||||
|
|
|
@ -12,16 +12,17 @@ MonoBehaviour:
|
|||
m_Script: {fileID: 11500000, guid: bf2edee5c58d82540a51f03df9d42094, type: 3}
|
||||
m_Name: UniversalRP-HighQuality
|
||||
m_EditorClassIdentifier:
|
||||
k_AssetVersion: 5
|
||||
k_AssetVersion: 6
|
||||
k_AssetPreviousVersion: 5
|
||||
m_RendererType: 1
|
||||
m_RendererData: {fileID: 0}
|
||||
m_RendererDataList:
|
||||
- {fileID: 11400000, guid: 4a8e21d5c33334b11b34a596161b9360, type: 2}
|
||||
m_DefaultRendererIndex: 0
|
||||
m_RequireDepthTexture: 0
|
||||
m_RequireOpaqueTexture: 0
|
||||
m_RequireDepthTexture: 1
|
||||
m_RequireOpaqueTexture: 1
|
||||
m_OpaqueDownsampling: 1
|
||||
m_SupportsTerrainHoles: 1
|
||||
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
|
||||
|
@ -51,3 +54,4 @@ MonoBehaviour:
|
|||
m_MaxPixelLights: 0
|
||||
m_ShadowAtlasResolution: 256
|
||||
m_ShaderVariantLogLevel: 0
|
||||
m_ShadowCascades: 1
|
||||
|
|
|
@ -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
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,10 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 040f4217d393e634788441fc81cf494a
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -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
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,10 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 6dc91d48fe82b1f4c803647ce64e83c3
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -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"
|
||||
}
|
||||
}
|
|
@ -0,0 +1,10 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 91517451bf5416c44a73fd65d42c122a
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -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);
|
||||
}
|
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 8b74862ff1919544a964ee5f33387bc1
|
||||
ComputeShaderImporter:
|
||||
externalObjects: {}
|
||||
currentAPIMask: 4
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -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;
|
||||
}
|
|
@ -0,0 +1,10 @@
|
|||
fileFormatVersion: 2
|
||||
guid: c18a64020b4f3264e8daca99bba648a7
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,79 @@
|
|||
Shader "KernelPanic/stencil"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
// _NoiseTex ("Noise Tex", 2D) = "black"
|
||||
[HideInInspector]_MainTex ("Base (RGB)", 2D) = "white" {}
|
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Pass
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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struct v2f
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{
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float4 vertex : SV_POSITION;
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v2f vert (appdata v)
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sampler2D _GlitchBlendTex;
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sampler2D _NoiseTex;
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sampler2D _CameraDepthTexture;
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float _Sample;
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fixed4 frag (v2f i) : SV_Target
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{
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// depth
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float d = tex2D(_CameraDepthTexture, i.uv);
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// sample frame
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float4 c = tex2D(_MainTex, i.uv);
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// sample noise
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float2 scroll = float2(sin(_Time.y), cos(_Time.w));
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// sample frame but with noise
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// raw blended glitch used to blend between things
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// c = lerp(c,cn,g);
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return c;
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// return tex2D(_CameraDepthTexture, i.uv);
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ENDCG
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maxTextureSize: 8192
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: -1
|
||||
textureCompression: 1
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
- serializedVersion: 3
|
||||
buildTarget: Android
|
||||
maxTextureSize: 8192
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: -1
|
||||
textureCompression: 1
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
- serializedVersion: 3
|
||||
buildTarget: Windows Store Apps
|
||||
maxTextureSize: 8192
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: -1
|
||||
textureCompression: 1
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
spriteSheet:
|
||||
serializedVersion: 2
|
||||
sprites: []
|
||||
outline: []
|
||||
physicsShape: []
|
||||
bones: []
|
||||
spriteID:
|
||||
internalID: 0
|
||||
vertices: []
|
||||
indices:
|
||||
edges: []
|
||||
weights: []
|
||||
secondaryTextures: []
|
||||
spritePackingTag:
|
||||
pSDRemoveMatte: 0
|
||||
pSDShowRemoveMatteOption: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
BIN
game/Assets/Textures/FreeBlueNoiseTextures/Data/128_128/HDR_L_12.png (Stored with Git LFS)
Normal file
BIN
game/Assets/Textures/FreeBlueNoiseTextures/Data/128_128/HDR_L_12.png (Stored with Git LFS)
Normal file
Binary file not shown.
Some files were not shown because too many files have changed in this diff Show More
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Reference in New Issue