加入很多新内容,这波一块交了

This commit is contained in:
FloatGaming
2026-04-08 20:53:41 +08:00
parent d9376833b6
commit 85dfff28dd
128 changed files with 14546 additions and 474 deletions
+42
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Shader "Hidden/Bansonic/GlobalAfterimage"
{
SubShader
{
Tags { "RenderPipeline" = "UniversalPipeline" }
ZWrite Off
Cull Off
ZTest Always
Pass
{
Name "GlobalAfterimage"
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
#pragma target 4.5
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
float _AfterimageOpacity;
float _AfterimageScale;
TEXTURE2D(_SnapshotTex);
SAMPLER(sampler_SnapshotTex);
half4 Frag(Varyings input) : SV_Target
{
float2 uv = input.texcoord;
half4 baseColor = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv);
float safeScale = max(_AfterimageScale, 1.0);
float2 scaledUv = (uv - 0.5) / safeScale + 0.5;
float inside = step(0.0, scaledUv.x) * step(0.0, scaledUv.y) * step(scaledUv.x, 1.0) * step(scaledUv.y, 1.0);
half4 snapshot = SAMPLE_TEXTURE2D(_SnapshotTex, sampler_SnapshotTex, saturate(scaledUv));
float alpha = saturate(_AfterimageOpacity) * inside;
return lerp(baseColor, snapshot, alpha);
}
ENDHLSL
}
}
}
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+52
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Shader "Hidden/Bansonic/GlobalDistortion"
{
SubShader
{
Tags { "RenderPipeline" = "UniversalPipeline" }
ZWrite Off
Cull Off
ZTest Always
Pass
{
Name "GlobalDistortion"
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
#pragma target 4.5
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
float _DistortionIntensity;
float _NoiseStrength;
float _RadialStrength;
float _NoiseScale;
float2 _DistortionCenter;
float _EdgeFade;
half4 Frag(Varyings input) : SV_Target
{
float2 uv = input.texcoord;
float2 centered = uv - _DistortionCenter;
float distanceFromCenter = length(centered);
float2 direction = distanceFromCenter > 0.0001 ? centered / distanceFromCenter : float2(0.0, 0.0);
float normalizedDistance = saturate(distanceFromCenter * 1.41421356);
float edgeMask = saturate(1.0 - pow(normalizedDistance, _EdgeFade));
float t = _Time.y;
float noiseA = sin((uv.x + t * 0.73) * _NoiseScale) * cos((uv.y - t * 1.13) * (_NoiseScale * 0.87));
float noiseB = cos((uv.x * 1.31 - t * 0.41) * (_NoiseScale * 0.63)) * sin((uv.y * 1.11 + t * 0.52) * (_NoiseScale * 1.21));
float2 radialOffset = direction * edgeMask * (_RadialStrength * 0.03) * _DistortionIntensity;
float2 noiseOffset = float2(noiseA, noiseB) * (_NoiseStrength * 0.015) * _DistortionIntensity;
float2 sampleUv = uv + radialOffset + noiseOffset;
sampleUv = clamp(sampleUv, 0.0, 1.0);
return SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, sampleUv);
}
ENDHLSL
}
}
}
@@ -0,0 +1,9 @@
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+71
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Shader "Hidden/Bansonic/GlobalGlitch"
{
SubShader
{
Tags { "RenderPipeline" = "UniversalPipeline" }
ZWrite Off
Cull Off
ZTest Always
Pass
{
Name "GlobalGlitch"
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
#pragma target 4.5
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
float _GlitchIntensity;
float _BlockStrength;
float _ColorSplit;
float _JitterAmount;
float _StripFrequency;
float _ScanlineStrength;
float Hash(float2 p)
{
p = frac(p * float2(123.34, 345.45));
p += dot(p, p + 34.345);
return frac(p.x * p.y);
}
half4 Frag(Varyings input) : SV_Target
{
float2 uv = input.texcoord;
float timeSlice = floor(_Time.y * 24.0);
float stripIndex = floor(uv.y * _StripFrequency);
float stripNoise = Hash(float2(stripIndex, timeSlice));
float blockMask = step(0.58, stripNoise);
float blockShift = (stripNoise - 0.5) * _BlockStrength * 0.12 * _GlitchIntensity * blockMask;
float lineJitter = sin((uv.y + _Time.y * 14.0) * 420.0) * _JitterAmount * 0.003 * _GlitchIntensity;
float combinedShift = blockShift + lineJitter;
float2 baseUv = uv;
baseUv.x = clamp(baseUv.x + combinedShift, 0.0, 1.0);
float colorSplit = _ColorSplit * _GlitchIntensity;
float2 redUv = float2(clamp(baseUv.x + colorSplit, 0.0, 1.0), baseUv.y);
float2 greenUv = baseUv;
float2 blueUv = float2(clamp(baseUv.x - colorSplit, 0.0, 1.0), baseUv.y);
half red = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, redUv).r;
half green = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, greenUv).g;
half blue = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, blueUv).b;
half4 color = half4(red, green, blue, 1.0);
float scan = sin(uv.y * _ScreenParams.y * 1.15 + _Time.y * 12.0) * 0.5 + 0.5;
float scanMask = lerp(1.0, 1.0 - scan * 0.35, _ScanlineStrength * _GlitchIntensity);
color.rgb *= scanMask;
return color;
}
ENDHLSL
}
}
}
+9
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+36
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Shader "Hidden/Bansonic/GlobalMonochrome"
{
SubShader
{
Tags { "RenderPipeline" = "UniversalPipeline" }
ZWrite Off
Cull Off
ZTest Always
Pass
{
Name "GlobalMonochrome"
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
#pragma target 4.5
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
float _MonochromeIntensity;
half4 Frag(Varyings input) : SV_Target
{
float2 uv = input.texcoord;
half4 color = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv);
half luminance = dot(color.rgb, half3(0.299h, 0.587h, 0.114h));
half3 grayscale = luminance.xxx;
color.rgb = lerp(color.rgb, grayscale, saturate(_MonochromeIntensity));
return color;
}
ENDHLSL
}
}
}
@@ -0,0 +1,9 @@
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