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166 lines
4.2 KiB
Plaintext
166 lines
4.2 KiB
Plaintext
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4 years ago
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//VHS license: https://www.shadertoy.com/view/XttfWH
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Shader "Hidden/Start-Banner"
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{
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Properties {
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_MainTex ("Texture", Any) = "white" {}
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}
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CGINCLUDE
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#include "UnityCG.cginc"
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struct appdata_t {
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float4 vertex : POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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float2 clipUV : TEXCOORD1;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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sampler2D _MainTex;
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sampler2D _MainTex2;
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sampler2D _GUIClipTexture;
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uniform bool _ManualTex2SRGB;
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uniform float expand;
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uniform float4 _MainTex_ST;
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uniform fixed4 _Color;
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uniform float4x4 unity_GUIClipTextureMatrix;
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uniform float _onAmount = 0;
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v2f vert (appdata_t v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.vertex = UnityObjectToClipPos(v.vertex);
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float3 eyePos = UnityObjectToViewPos(v.vertex);
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o.clipUV = mul(unity_GUIClipTextureMatrix, float4(eyePos.xy, 0, 1.0));
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o.color = v.color;
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o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
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return o;
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}
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uniform float2 _TextureSize;
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uniform float2 _RectSize;
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uniform float iTime;
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static float PI5 = 3.14159265;
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static float wobble_intensity = 0.002;
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static float grade_intensity = 1;
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static float line_intensity = 1.6;
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static float vignette_intensity = 0.1;
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float rand(float2 co){
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return frac(sin(dot(co.xy ,float2(12.9898,78.233))) * 43758.5453);
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}
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float4 gammaToLinear(float4 c)
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{
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return pow(c, 0.454545);
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}
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float4 colorCorrect(float4 input)
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{
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#ifndef UNITY_COLORSPACE_GAMMA
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return gammaToLinear(input);
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#else
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return input;
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#endif
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}
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float sample_noise(float2 fragCoord)
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{
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float2 uv = fmod(fragCoord + float2(0, 100. * iTime), _TextureSize);
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float val = colorCorrect(tex2D(_MainTex2, uv / _RectSize)).r;
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return pow(val, 7.); // sharper ramp
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}
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float4 vhs( float2 uv )
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{
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float2 fragCoord = uv*_RectSize;
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uv = fragCoord / _RectSize;
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// wobble
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float2 wobbl = float2(wobble_intensity * rand(float2(iTime, fragCoord.y)), 0.);
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// band distortion
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float t_val = tan(0.25 * iTime + uv.y * PI5 * .67);
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float2 tan_off = float2(wobbl.x * min(0., t_val), 0.);
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// chromab
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float4 color1 = colorCorrect(tex2D(_MainTex2, -0.003 * _onAmount + uv + wobbl + tan_off));
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float4 color2 = colorCorrect(tex2D(_MainTex2, (uv + (wobbl * 1.5) + (tan_off * 1.3))));
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// combine + grade
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float4 color = float4(color2.r,color1.g, pow(color1.b, .67), 1.);
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color.rgb = lerp(colorCorrect(tex2D(_MainTex2, uv + tan_off)).rgb, color.rgb, grade_intensity);
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// scanline sim
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float s_val = ((sin(2. * PI5 * uv.y + iTime * 20.) + sin(2. * PI5 * uv.y)) / 2.) * .015 * sin(iTime);
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color += s_val;
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// noise lines
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float ival = _RectSize.y / 4.;
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float r = rand(float2(iTime, fragCoord.y));
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// dirty hack to avoid conditional
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float on = floor(float(int(fragCoord.y + (iTime * r * 1000.)) % int(ival + line_intensity)) / ival);
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float wh = sample_noise(fragCoord) * on*0.2;
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color = float4(min(1., color.r + wh),
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min(1., color.g + wh),
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min(1., color.b + wh), 1.);
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float vig = 1. - sin(PI5 * uv.x) * sin(PI5 * uv.y);
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return color - (vig * vignette_intensity) ;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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float4 offColor = colorCorrect(tex2D(_MainTex, i.texcoord) );
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return lerp(offColor, vhs(i.texcoord), _onAmount);
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}
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ENDCG
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SubShader {
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Lighting Off
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Blend SrcAlpha OneMinusSrcAlpha, One One
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Cull Off
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ZWrite Off
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ZTest Always
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Pass {
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CGPROGRAM
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ENDCG
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}
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}
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SubShader {
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Lighting Off
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Blend SrcAlpha OneMinusSrcAlpha
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Cull Off
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ZWrite Off
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ZTest Always
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Pass {
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CGPROGRAM
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ENDCG
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}
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}
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}
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