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 } } }