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Copy pathLineBlockGlitch.shader
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LineBlockGlitch.shader
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Shader "LX/LineBlockGlitch"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment extractBright
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
float4 _MainTex_TexelSize;
int _RowCount;
int _RowCount2;
int _RowCount3;
float _Speed;
int _Pow;
float _Intensity;
float simpleNoise(float seed)
{
return frac(sin(seed * 2134.44233 + _Time.y * _Speed / 100) * 6621.4423);
}
fixed4 extractBright(v2f i) : SV_Target
{
float noise = simpleNoise(floor(i.uv.y * _RowCount));
float noise2 = simpleNoise(floor(i.uv.y * _RowCount2));
float noise3 = simpleNoise(floor(i.uv.y * _RowCount3));
noise=noise*noise2*noise3;
noise=pow(noise,_Pow);
float colorR=tex2D(_MainTex, i.uv).r;
float colorG=tex2D(_MainTex, i.uv + noise * _Intensity *_MainTex_TexelSize.xy).g;
float colorB=tex2D(_MainTex, i.uv - noise * _Intensity *_MainTex_TexelSize.xy).b;
return fixed4(colorR, colorG, colorB, 1);
}
ENDCG
}
}
}