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Copy pathRGBSplitGlitch.shader
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RGBSplitGlitch.shader
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Shader "LX/RGBSplitGlitch"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_UseTime("UseTime",float)=0
}
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;
float _Distance;
float _UseTime;
float _Speed;
float randomNoise(float x, float y)
{
return frac(sin(dot(float2(x, y), float2(12.9898, 78.233))) * 43758.5453);
}
fixed4 extractBright(v2f i) : SV_Target
{
float noise=randomNoise(_Time.x*_UseTime*_Speed,_Time.x*_UseTime*_Speed)*_Distance;
fixed colorR = tex2D(_MainTex, i.uv).r;
fixed colorG = tex2D(_MainTex, fixed2(i.uv.x + _MainTex_TexelSize.x*noise,i.uv.y)).g;
fixed colorB = tex2D(_MainTex, fixed2(i.uv.x - _MainTex_TexelSize.x*noise,i.uv.y)).b;
return fixed4(colorR, colorG, colorB, 1);
}
ENDCG
}
}
}