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GlitchScreenShake.shader
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//----------------------------------------------------------------------------------------------------------
// X-PostProcessing Library
// https://github.com/QianMo/X-PostProcessing-Library
// Copyright (C) 2020 QianMo. All rights reserved.
// Licensed under the MIT License
// You may not use this file except in compliance with the License.You may obtain a copy of the License at
// http://opensource.org/licenses/MIT
//----------------------------------------------------------------------------------------------------------
Shader "Hidden/X-PostProcessing/Glitch/ScreenShake"
{
HLSLINCLUDE
#include "../../../Shaders/StdLib.hlsl"
#include "../../../Shaders/XPostProcessing.hlsl"
uniform half _ScreenShake;
float randomNoise(float x, float y)
{
return frac(sin(dot(float2(x, y), float2(127.1, 311.7))) * 43758.5453);
}
half4 Frag_Horizontal(VaryingsDefault i): SV_Target
{
float shake = (randomNoise(_Time.x, 2) - 0.5) * _ScreenShake;
half4 sceneColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, frac(float2(i.texcoord.x + shake, i.texcoord.y)));
return sceneColor;
}
half4 Frag_Vertical(VaryingsDefault i): SV_Target
{
float shake = (randomNoise(_Time.x, 2) - 0.5) * _ScreenShake;
half4 sceneColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, frac(float2(i.texcoord.x, i.texcoord.y + shake)));
return sceneColor;
}
ENDHLSL
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass
{
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment Frag_Horizontal
ENDHLSL
}
Pass
{
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment Frag_Vertical
ENDHLSL
}
}
}