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path: root/Assets/Bundle/Shaders/Unit/ImageEffect/unit_img_glitch.shader
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Shader "Erika/Unit/ImageEffect/unit_img_glitch"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
    }
    SubShader
    {
		Tags { "RenderType" = "Opaque" "Queue" = "Transparent-1"}
		LOD 100

		ZWrite Off
		ZTest LEqual

		Blend SrcAlpha OneMinusSrcAlpha

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            #include "UnityCG.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
            };

            struct v2f
            {
                float2 uv : TEXCOORD0;
                float4 vertex : SV_POSITION;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;

            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {
				float amount = 0.05f;
                // sample the texture
                float angle = 90;
                float sinValue = sin(radians(angle));
                float cosValue = cos(radians(angle));
				fixed4 col = tex2D(_MainTex, i.uv);
				fixed4 col2 = tex2D(_MainTex, i.uv + fixed2(amount * sinValue, amount * cosValue));
				fixed4 col3 = tex2D(_MainTex, i.uv + fixed2(2 * amount * sinValue, 2 * amount * cosValue));
				fixed4 col4 = ( col.a + col2.a + col3.a ) / 3;
				fixed4 color = fixed4(col.r, col2.g, col3.b, col4.a);
                return color;
            }
            ENDCG
        }
    }
}