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GlitchTileJitter.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/TileJitter"
{
HLSLINCLUDE
#include "../../../Shaders/StdLib.hlsl"
#include "../../../Shaders/XPostProcessing.hlsl"
#pragma shader_feature JITTER_DIRECTION_HORIZONTAL
#pragma shader_feature USING_FREQUENCY_INFINITE
uniform half4 _Params;
#define _SplittingNumber _Params.x
#define _JitterAmount _Params.y
#define _JitterSpeed _Params.z
#define _Frequency _Params.w
float randomNoise(float2 c)
{
return frac(sin(dot(c.xy, float2(12.9898, 78.233))) * 43758.5453);
}
float4 Frag_Vertical(VaryingsDefault i): SV_Target
{
float2 uv = i.texcoord.xy;
half strength = 1.0;
half pixelSizeX = 1.0 / _ScreenParams.x;
// --------------------------------Prepare Jitter UV--------------------------------
#if USING_FREQUENCY_INFINITE
strength = 1;
#else
strength = 0.5 + 0.5 *cos(_Time.y * _Frequency);
#endif
if (fmod(uv.x * _SplittingNumber, 2) < 1.0)
{
#if JITTER_DIRECTION_HORIZONTAL
uv.x += pixelSizeX * cos(_Time.y * _JitterSpeed) * _JitterAmount * strength;
#else
uv.y += pixelSizeX * cos(_Time.y * _JitterSpeed) * _JitterAmount * strength;
#endif
}
// -------------------------------Final Sample------------------------------
half4 sceneColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv);
return sceneColor;
}
float4 Frag_Horizontal(VaryingsDefault i): SV_Target
{
float2 uv = i.texcoord.xy;
half strength = 1.0;
half pixelSizeX = 1.0 / _ScreenParams.x;
// --------------------------------Prepare Jitter UV--------------------------------
#if USING_FREQUENCY_INFINITE
strength = 1;
#else
strength = 0.5 + 0.5 * cos(_Time.y * _Frequency);
#endif
if(fmod(uv.y * _SplittingNumber, 2) < 1.0)
{
#if JITTER_DIRECTION_HORIZONTAL
uv.x += pixelSizeX * cos(_Time.y * _JitterSpeed) * _JitterAmount * strength;
#else
uv.y += pixelSizeX * cos(_Time.y * _JitterSpeed) * _JitterAmount * strength;
#endif
}
// -------------------------------Final Sample------------------------------
half4 sceneColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv);
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
}
}
}