Files
Bombaleila/Assets/ThunderWire Studio/UHFPS/Content/Shaders/Scanlines/Shader/Scanlines.shader
2026-03-03 05:27:03 +05:00

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