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 } } }