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Hologram, flickering screen glitch effect applied over an object.
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| Shader "Unlit/VertexGlitch" | |
| { | |
| Properties | |
| { | |
| _MainTex ("Texture", 2D) = "white" {} | |
| _Strength ("Strength", Range(0, 1)) = 1 | |
| _FresnelPower ("Fresnel Power", Range(0, 1)) = 1 | |
| } | |
| SubShader | |
| { | |
| Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} | |
| ZWrite Off | |
| Blend SrcAlpha OneMinusSrcAlpha | |
| LOD 100 | |
| Pass | |
| { | |
| CGPROGRAM | |
| #pragma vertex vert | |
| #pragma fragment frag | |
| // make fog work | |
| #pragma multi_compile_fog | |
| #include "UnityCG.cginc" | |
| float _Strength; | |
| float _FresnelPower; | |
| struct appdata | |
| { | |
| float4 vertex : POSITION; | |
| float3 normal : NORMAL; | |
| float2 uv : TEXCOORD0; | |
| }; | |
| struct v2f | |
| { | |
| float2 uv : TEXCOORD0; | |
| UNITY_FOG_COORDS(1) | |
| float4 vertex : SV_POSITION; | |
| float4 posWorld : TEXCOORD2; | |
| float3 normal : TEXCOORD3; | |
| float4 screenPos : TEXCOORD4; | |
| }; | |
| float rand3D (float3 uv3) | |
| { | |
| return frac(sin(dot(uv3.xyz, float3(12.9898, 78.233, 84.394))) * 43758.5453123); | |
| } | |
| // modified to take in an extra coordinate z, representing time | |
| float noise (float2 uv, float z) { | |
| float2 ipos = floor(uv); | |
| float2 fpos = frac(uv); | |
| float iz = floor(z); | |
| float fz = frac(z); | |
| float o = rand3D(float3(ipos, iz)); | |
| float x = rand3D(float3(ipos, iz) + float3(1, 0, 0)); | |
| float y = rand3D(float3(ipos, iz) + float3(0, 1, 0)); | |
| float xy = rand3D(float3(ipos, iz) + float3(1, 1, 0)); | |
| float oz = rand3D(float3(ipos, iz) + float3(0, 0, 1)); | |
| float xz = rand3D(float3(ipos, iz) + float3(1, 0, 1)); | |
| float yz = rand3D(float3(ipos, iz) + float3(0, 1, 1)); | |
| float xyz = rand3D(float3(ipos, iz) + float3(1, 1, 1)); | |
| float2 smooth = smoothstep(0, 1, fpos); | |
| float smoothz = smoothstep(0, 1, fz); | |
| return lerp ( | |
| lerp( | |
| lerp(o, x, smooth.x), | |
| lerp(y, xy, smooth.x), smooth.y), | |
| lerp( | |
| lerp(oz, xz, smooth.x), | |
| lerp(yz, xyz, smooth.x), smooth.y), | |
| smoothz); | |
| } | |
| float fractal_noise (float2 uv, int n, float time) { | |
| float fn = 0; | |
| for(int j = 0; j < n; j++) | |
| { | |
| fn += (1.0 / pow(2, j + 1)) * noise(uv * pow(2, j), time * pow(2, j)); | |
| } | |
| return fn; | |
| } | |
| sampler2D _MainTex; | |
| float4 _MainTex_ST; | |
| v2f vert (appdata v) | |
| { | |
| v2f o; | |
| o.posWorld = mul(unity_ObjectToWorld, v.vertex); | |
| o.vertex = o.posWorld; | |
| o.vertex.x += _Strength * pow((rand3D(float3(floor(o.vertex.y * 10), floor(_Time.y * 0.5f), 0)) - 0.5f), 2); | |
| o.vertex = UnityWorldToClipPos(o.vertex); | |
| o.normal = UnityObjectToWorldNormal(v.normal); | |
| o.screenPos = ComputeScreenPos(o.vertex); | |
| o.uv = TRANSFORM_TEX(v.uv, _MainTex); | |
| UNITY_TRANSFER_FOG(o,o.vertex); | |
| return o; | |
| } | |
| fixed4 frag (v2f i) : SV_Target | |
| { | |
| float3 normal = normalize(i.normal); | |
| float2 uv = i.posWorld.xy * (1/i.posWorld.z); | |
| uv = i.screenPos.xy / i.screenPos.w; | |
| float2 mUV = uv * 10; | |
| mUV.y = frac(mUV.y); | |
| mUV.y -= 0.5f; | |
| mUV.y = abs(mUV.y); | |
| mUV.y = pow(mUV.y, 0.5); | |
| // sample the texture | |
| float3 lookDir = normalize(_WorldSpaceCameraPos - i.posWorld); | |
| float fresnel = 1 - saturate(dot(lookDir, normal)); | |
| fresnel = pow(fresnel, _FresnelPower); | |
| fixed4 col = tex2D(_MainTex, i.uv) * fresnel; | |
| col.w = lerp(col.w, 0, mUV.y); | |
| return col; | |
| } | |
| ENDCG | |
| } | |
| } | |
| } |
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