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 } } }