Shader "CRTShaderFixed" { Properties { _MainTex("Texture", 2D) = "Transparent" {} u_time("Time",float) = 0.5 u_bend("Bend",range(0.5, 10.0)) = 0.5 u_space_bend("Space Bend",range(1.5, 2.5)) = 2.5 u_scanlin_transparence1("Scanline 1 Transparence",range(0, 0.5)) = 0.5 u_scanline_size_1("Scanline Size 1",range(0, 750)) = 0.5 u_scanline_speed_1("Scanline Speed 1",float) = 0.5 u_scanlin_transparence2("Scanline 2 Transparence",range(0, 0.5)) = 0.5 u_scanline_size_2("Scanline Size 2",range(0, 750)) = 0.5 u_scanline_speed_2("Scanline Speed 2",float) = 0.5 u_scanline_amount("Scanline Amount",range(0, 1)) = 0.5 u_vignette_size("Vignette Size",range(0, 10)) = 0.5 u_vignette_smoothness("Vignette Smoothness",range(0, 2)) = 0.5 u_vignette_edge_round("Vignette Edge Round",range(0, 100)) = 0.5 u_noise_size("Noise Size",range(0, 500 )) = 0.5 u_noise_amount("Noise Amount",range(0, 0.15)) = 0.5 u_red_offset_y("Red Offset",range(-0.01,0.01)) = 0 u_green_offset_y("Green Offset",range(-0.01,0.01)) = 0 u_blue_offset_y("Blue Offset",range(-0.01,0.01)) = 0 } SubShader { // No culling or depth Cull Off ZWrite Off ZTest Always Tags { "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline" } Pass { HLSLPROGRAM #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl" #pragma vertex vert #pragma fragment frag TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); float _Intensity; struct Attributes { float4 positionOS : POSITION; float2 uv : TEXCOORD0; }; struct Varyings { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; UNITY_VERTEX_OUTPUT_STEREO }; Varyings vert(Attributes input) { Varyings output = (Varyings)0; UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz); output.vertex = vertexInput.positionCS; output.uv = input.uv; return output; } uniform float u_time; uniform float u_bend; uniform float u_space_bend; uniform float u_scanlin_transparence1; uniform float u_scanline_size_1; uniform float u_scanline_speed_1; uniform float u_scanlin_transparence2; uniform float u_scanline_size_2; uniform float u_scanline_speed_2; uniform float u_scanline_amount; uniform float u_vignette_size; uniform float u_vignette_smoothness; uniform float u_vignette_edge_round; uniform float u_noise_size; uniform float u_noise_amount; uniform float u_red_offset_y; uniform float u_green_offset_y; uniform float u_blue_offset_y; half2 u_color_offset(float offset) { return half2(0, offset); } half2 crt_coords(half2 uv, float bend) { uv -= 0.5; uv *= 2.; uv.x *= 1. + pow(abs(uv.y) / bend, 2.); uv.y *= 1. + pow(abs(uv.x) / bend, 2.); uv /= u_space_bend; return (uv + .5); } float vignette(half2 uv, float size, float smoothness, float edgeRounding) { uv -= .5; uv *= size; float amount = sqrt(pow(abs(uv.x), edgeRounding) + pow(abs(uv.y), edgeRounding)); amount = 1. - amount; return smoothstep(0, smoothness, amount); } float scanline(half2 uv, float lines, float speed, float transparence) { return sin(uv.y * lines + u_time * speed) * transparence; } float random(half2 uv) { return frac(sin(dot(uv, half2(15.1511, 42.5225))) * 12341.51611 * sin(u_time * 0.03)); } float noise(half2 uv) { half2 i = floor(uv); half2 f = frac(uv); float a = random(i); float b = random(i + half2(1., 0.)); float c = random(i + half2(0, 1.)); float d = random(i + half2(1., 1.)); half2 u = smoothstep(0., 1., f); return (lerp(a, b, u.x) + (c - a) * u.y * (1. - u.x) + (d - b) * u.x * u.y); } float4 frag(Varyings i) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); u_time = _Time; half2 crt_uv = crt_coords(i.uv, u_bend); float4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv); color.r = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, crt_uv + u_color_offset(u_red_offset_y)).r; color.g = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, crt_uv + u_color_offset(u_green_offset_y)).g; color.b = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, crt_uv + u_color_offset(u_blue_offset_y)).b; color.a = SAMPLE_TEXTURE2D(_MainTex,sampler_MainTex, crt_uv).a; float s1 = scanline(i.uv, u_scanline_size_1, u_scanline_speed_1, u_scanlin_transparence1); float s2 = scanline(i.uv, u_scanline_size_2, u_scanline_speed_2, u_scanlin_transparence2); color = lerp(color, (s1 + s2), u_scanline_amount); color = lerp(color, noise(i.uv * u_noise_size), u_noise_amount); color *= vignette(i.uv, u_vignette_size, u_vignette_smoothness, u_vignette_edge_round); return color; } ENDHLSL } } FallBack "Diffuse" }