32bit_jam_conjure/Assets/Shaders/CRTShader.shader
2022-10-29 19:37:10 -04:00

170 lines
6.1 KiB
Plaintext

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"
}