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