85 lines
1.6 KiB
GLSL
85 lines
1.6 KiB
GLSL
Shader "CrispyPin/diffuse"
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{
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Properties
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{
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[NoScaleOffset]
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_LastFrame ("Render texture", 2D) = "white" {}
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[NoScaleOffset]
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_Noise ("Noise", 2D) = "white" {}
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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#define WIDTH 256
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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texture2D _LastFrame;
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sampler2D _Noise;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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return o;
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}
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float3 source_pixel(uint2 p, float2 uv, float2 rand_offset) {
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const uint dir = tex2D(_Noise, uv + _Time.xy + rand_offset).r * 4.0;
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if (dir == 0) {
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p.x += 1;
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} else if (dir == 1) {
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p.x -= 1;
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} else if (dir == 2) {
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p.y += 1;
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} else if (dir == 3) {
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p.y -= 1;
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}
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return _LastFrame[p];
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}
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float4 frag (v2f i) : SV_Target {
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if(_ProjectionParams.z > 1) discard;
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const uint2 p = i.uv * WIDTH;
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float red = _LastFrame[p].r - (1./255.);
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float green = _LastFrame[p].g - (1./255.);
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float blue = _LastFrame[p].b - (1./255.);
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if (red <= 0) {
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red = source_pixel(p, i.uv, float2(0.34, 0.89)).r;
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}
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if (green <= 0) {
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green = source_pixel(p, i.uv, float2(0.43, 0.19)).g;
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}
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if (blue <= 0) {
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blue = source_pixel(p, i.uv, float2(0.03, 0.39)).b;
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}
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return float4(red, green, blue, 1);
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}
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ENDCG
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}
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}
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}
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