Files
HeadlessHazard/Assets/Code/Shaders/CRTScreenEffect.shader
2026-03-13 18:38:48 +01:00

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