76 lines
2.3 KiB
Plaintext
76 lines
2.3 KiB
Plaintext
Shader "UHFPS/Scanlines"
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{
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Properties
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{
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_MainTex("Texture", 2D) = "white" {}
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_Intensity("Intensity", Range(0,1)) = 0.1
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_Frequency("Frequency", Range(0,100)) = 10
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_ScrollSpeed("Scroll Speed", Range(0,1)) = 1
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[Toggle(GLITCHY)] _Glitchy("Use Glitchy Effect", Int) = 0
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}
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SubShader
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{
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Tags { "RenderType" = "Opaque" }
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LOD 100
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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#pragma shader_feature GLITCHY
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float _Intensity;
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float _Frequency;
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float _ScrollSpeed;
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v2f vert(appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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return o;
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}
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fixed4 frag(v2f i) : SV_Target
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{
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fixed4 col = tex2D(_MainTex, i.uv);
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float scroll = _Time.y * _ScrollSpeed;
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float scanlines = sin((i.uv.y + scroll) * _Frequency * 2.0 * 3.1416);
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#ifdef GLITCHY
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float2 offset = float2(sin(i.uv.y * _Frequency), cos(i.uv.y * _Frequency)) * _Intensity;
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fixed4 colR = tex2D(_MainTex, i.uv + float2(offset.x, 0.0));
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fixed4 colG = tex2D(_MainTex, i.uv + float2(0.0, offset.y));
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fixed4 colB = tex2D(_MainTex, i.uv - offset);
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col.r = lerp(col.r, colR.r * scanlines, _Intensity);
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col.g = lerp(col.g, colG.g * scanlines, _Intensity);
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col.b = lerp(col.b, colB.b * scanlines, _Intensity);
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#else
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col.rgb = lerp(col.rgb, col.rgb * scanlines, _Intensity);
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#endif
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return col;
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}
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ENDCG
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}
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}
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} |