加入很多新内容,这波一块交了
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Shader "Hidden/Bansonic/GlobalGlitch"
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{
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SubShader
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{
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Tags { "RenderPipeline" = "UniversalPipeline" }
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ZWrite Off
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Cull Off
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ZTest Always
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Pass
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{
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Name "GlobalGlitch"
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment Frag
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#pragma target 4.5
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
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float _GlitchIntensity;
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float _BlockStrength;
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float _ColorSplit;
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float _JitterAmount;
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float _StripFrequency;
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float _ScanlineStrength;
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float Hash(float2 p)
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{
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p = frac(p * float2(123.34, 345.45));
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p += dot(p, p + 34.345);
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return frac(p.x * p.y);
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}
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half4 Frag(Varyings input) : SV_Target
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{
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float2 uv = input.texcoord;
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float timeSlice = floor(_Time.y * 24.0);
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float stripIndex = floor(uv.y * _StripFrequency);
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float stripNoise = Hash(float2(stripIndex, timeSlice));
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float blockMask = step(0.58, stripNoise);
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float blockShift = (stripNoise - 0.5) * _BlockStrength * 0.12 * _GlitchIntensity * blockMask;
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float lineJitter = sin((uv.y + _Time.y * 14.0) * 420.0) * _JitterAmount * 0.003 * _GlitchIntensity;
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float combinedShift = blockShift + lineJitter;
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float2 baseUv = uv;
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baseUv.x = clamp(baseUv.x + combinedShift, 0.0, 1.0);
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float colorSplit = _ColorSplit * _GlitchIntensity;
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float2 redUv = float2(clamp(baseUv.x + colorSplit, 0.0, 1.0), baseUv.y);
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float2 greenUv = baseUv;
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float2 blueUv = float2(clamp(baseUv.x - colorSplit, 0.0, 1.0), baseUv.y);
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half red = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, redUv).r;
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half green = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, greenUv).g;
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half blue = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, blueUv).b;
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half4 color = half4(red, green, blue, 1.0);
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float scan = sin(uv.y * _ScreenParams.y * 1.15 + _Time.y * 12.0) * 0.5 + 0.5;
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float scanMask = lerp(1.0, 1.0 - scan * 0.35, _ScanlineStrength * _GlitchIntensity);
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color.rgb *= scanMask;
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return color;
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}
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ENDHLSL
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}
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}
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}
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