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bansonic_beta_main/Assets/Shaders/GlobalGlitch.shader
T

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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
}
}
}