77 lines
2.1 KiB
Plaintext
77 lines
2.1 KiB
Plaintext
Shader "KernelPanic/add"
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{
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Properties
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{
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// _NoiseTex ("Noise Tex", 2D) = "black"
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// [HideInInspector]_MainTex ("Base (RGB)", 2D) = "white" {}
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// _GlitchTex ("Glitch Tex", 2D) = "black"
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// [Range(0,1)] _Sample ("Sample", Float) = 0.5
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}
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SubShader
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{
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Cull Off ZWrite Off ZTest Always Blend SrcAlpha OneMinusSrcAlpha
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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return o;
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}
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// This macro declares _BaseMap as a Texture2D object.
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// TEXTURE2D(_MainTex);
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// TEXTURE2D(_NoiseMap);
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// This macro declares the sampler for the _BaseMap texture.
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// SAMPLER(sampler_MainTex);
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// SAMPLER(sampler_NoiseMap);
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sampler2D _BlendTex;
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sampler2D _GlitchTex;
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sampler2D _MainTex;
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float _Sample;
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float _DeltaTime;
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fixed4 frag (v2f i) : SV_Target
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{
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// sample raw glitch
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float4 g = float4(tex2D(_GlitchTex, i.uv).rgb, _Sample);
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// float a = length(g.xyz)/length(float3(1,1,1));
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// g.a = lerp(a, 0, _Sample);
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// float4 g = float4(tex2D(_GlitchTex, i.uv).rgb, _Sample);
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// float4 b = float4(tex2D(_BlendTex, i.uv).rgb, _Sample);
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return g;
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}
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ENDCG
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}
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}
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}
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