98 lines
3.6 KiB
Plaintext
98 lines
3.6 KiB
Plaintext
Shader "Hidden/HeadlessHazard/CRT"
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{
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Properties
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{
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_Intensity ("Intensity", Range(0,1)) = 0.65
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_ScanlineDensity ("Scanline Density", Range(0,2)) = 1.2
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_ScanlineStrength ("Scanline Strength", Range(0,1)) = 0.18
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_Curvature ("Curvature", Range(0,0.2)) = 0.04
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_VignetteStrength ("Vignette Strength", Range(0,1)) = 0.28
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_ChromaticAberration ("Chromatic Aberration", Range(0,0.05)) = 0.004
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_NoiseStrength ("Noise Strength", Range(0,0.2)) = 0.03
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_FlickerStrength ("Flicker Strength", Range(0,0.1)) = 0.015
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}
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SubShader
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{
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Tags { "RenderPipeline" = "UniversalPipeline" }
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Pass
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{
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Name "CRT"
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ZWrite Off
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ZTest Always
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Cull Off
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Blend One Zero
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment Frag
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#pragma target 3.5
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
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float _Intensity;
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float _ScanlineDensity;
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float _ScanlineStrength;
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float _Curvature;
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float _VignetteStrength;
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float _ChromaticAberration;
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float _NoiseStrength;
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float _FlickerStrength;
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float Random01(float2 seed)
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{
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return frac(sin(dot(seed, float2(12.9898, 78.233))) * 43758.5453);
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}
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float2 DistortUV(float2 uv, float curvature)
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{
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float2 center = uv * 2.0 - 1.0;
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float radius2 = dot(center, center);
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center *= 1.0 + (radius2 * curvature);
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return center * 0.5 + 0.5;
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}
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half4 Frag(Varyings input) : SV_Target
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{
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float2 uv = input.texcoord;
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float2 curvedUV = DistortUV(uv, _Curvature);
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if (curvedUV.x < 0.0 || curvedUV.x > 1.0 || curvedUV.y < 0.0 || curvedUV.y > 1.0)
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{
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return half4(0.0, 0.0, 0.0, 1.0);
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}
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float2 fromCenter = curvedUV - 0.5;
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float2 aberrationOffset = fromCenter * _ChromaticAberration;
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half red = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, curvedUV + aberrationOffset).r;
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half green = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, curvedUV).g;
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half blue = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, curvedUV - aberrationOffset).b;
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half3 color = half3(red, green, blue);
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float scanlineWave = sin((curvedUV.y * _ScreenParams.y * 0.5 * _ScanlineDensity) + (_Time.y * 18.0));
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float scanlineMask = lerp(1.0, saturate(0.7 + 0.3 * scanlineWave), _ScanlineStrength);
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color *= scanlineMask;
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float noise = Random01(curvedUV * _ScreenParams.xy + _Time.yy * 37.0) - 0.5;
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color += noise * _NoiseStrength;
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float flicker = 1.0 - (_FlickerStrength * (0.5 + 0.5 * sin(_Time.y * 32.0)));
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color *= flicker;
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float2 vignetteUV = curvedUV * (1.0 - curvedUV.yx);
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float vignette = saturate(pow(vignetteUV.x * vignetteUV.y * 18.0, 0.2));
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color *= lerp(1.0 - _VignetteStrength, 1.0, vignette);
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half3 baseColor = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv).rgb;
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half3 finalColor = lerp(baseColor, color, _Intensity);
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return half4(finalColor, 1.0);
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}
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ENDHLSL
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}
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}
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}
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