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