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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
}
}
}
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