38414
Assets/FR2_Cache.asset
38414
Assets/FR2_Cache.asset
File diff suppressed because it is too large
Load Diff
@@ -95,12 +95,17 @@ Material:
|
||||
m_Floats:
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||||
- PixelSnap: 0
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- _AlphaClip: 0
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||||
- _AlphaPercent: 100
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||||
- _AlphaToMask: 0
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||||
- _ApplyToAlphaLayer: 0
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||||
- _ApplyToSpecificColor: 0
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||||
- _Blend: 0
|
||||
- _BlendModePreserveSpecular: 1
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||||
- _BumpScale: 1
|
||||
- _ClearCoatMask: 0
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||||
- _ClearCoatSmoothness: 0
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||||
- _ColorDriftAmount: 0
|
||||
- _ColorDriftSpeed: 0
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||||
- _Cull: 2
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||||
- _Cutoff: 0.5
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||||
- _DetailAlbedoMapScale: 1
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||||
@@ -116,25 +121,34 @@ Material:
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||||
- _Glossiness: 0
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||||
- _GlossyReflections: 0
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||||
- _GridScale: 0.0001
|
||||
- _HorizontalShake: 0
|
||||
- _LineWidth: 2
|
||||
- _Metallic: 0
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||||
- _OcclusionStrength: 1
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||||
- _Parallax: 0.005
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||||
- _Plane: 0
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||||
- _PulseSpeedPercent: 0
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||||
- _QueueOffset: 0
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||||
- _ReceiveShadows: 1
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||||
- _ReplaceImageColor: 0
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- _RotateColors: 0
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||||
- _ScanLineJitterDisplacement: 0.33
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||||
- _ScanLineJitterThresholdPercent: 95
|
||||
- _Smoothness: 0.5
|
||||
- _SmoothnessTextureChannel: 0
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||||
- _SpecularHighlights: 1
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||||
- _SrcBlend: 1
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||||
- _SrcBlendAlpha: 1
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- _Surface: 0
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||||
- _VerticalJumpAmount: 0
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||||
- _VerticalSpeed: 0
|
||||
- _WorkflowMode: 1
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||||
- _ZWrite: 1
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||||
m_Colors:
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||||
- _BackgroundColor: {r: 0, g: 0, b: 0, a: 0}
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||||
- _BaseColor: {r: 1, g: 1, b: 1, a: 1}
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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- _ColorToReplace: {r: 1, g: 1, b: 1, a: 1}
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||||
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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||||
- _Flip: {r: 1, g: 1, b: 1, a: 1}
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- _LineColor: {r: 0.3764706, g: 0.3764706, b: 0.3764706, a: 1}
|
||||
|
||||
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@@ -24,7 +24,7 @@ MonoBehaviour:
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m_Value: 1
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scatter:
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||||
m_OverrideState: 1
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||||
m_Value: 0.8
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||||
m_Value: 0.696
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clamp:
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m_OverrideState: 1
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m_Value: 65472
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@@ -120,10 +120,10 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 97c23e3b12dc18c42a140437e53d3951, type: 3}
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m_Name: Tonemapping
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||||
m_EditorClassIdentifier:
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||||
active: 1
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||||
active: 0
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||||
mode:
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||||
m_OverrideState: 1
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m_Value: 1
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||||
m_Value: 0
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||||
neutralHDRRangeReductionMode:
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||||
m_OverrideState: 0
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m_Value: 2
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@@ -68,8 +68,8 @@ MonoBehaviour:
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m_Active: 0
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settings:
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||||
pixelateShader: {fileID: 4800000, guid: 272e7eef87baea8408e583d2670e66dd, type: 3}
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pixelateStrengthX: 1920
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pixelateStrengthY: 1080
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pixelateStrengthX: 1366
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pixelateStrengthY: 768
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||||
passEvent: 500
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--- !u!114 &11400000
|
||||
MonoBehaviour:
|
||||
|
||||
89
Assets/Shaders/glitch_analog.shader
Normal file
89
Assets/Shaders/glitch_analog.shader
Normal file
@@ -0,0 +1,89 @@
|
||||
Shader "Custom/GlitchAnalog"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_MainTex ("Texture", 2D) = "white" {}
|
||||
_GlitchIntensity ("Glitch Intensity", Range(0,1)) = 0.5
|
||||
}
|
||||
SubShader
|
||||
{
|
||||
Tags { "Queue"="Overlay" "RenderType"="Transparent" }
|
||||
ZTest Always
|
||||
ZWrite Off
|
||||
Cull Off
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
sampler2D _MainTex;
|
||||
float4 _MainTex_ST;
|
||||
float _GlitchIntensity;
|
||||
|
||||
struct appdata {
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
struct v2f {
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 vertex : SV_POSITION;
|
||||
};
|
||||
v2f vert (appdata v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.uv = v.uv;
|
||||
return o;
|
||||
}
|
||||
|
||||
float nrand(float x, float y)
|
||||
{
|
||||
float2 p = float2(x, y);
|
||||
float n = sin(dot(p, float2(12.9898, 78.233))) * 43758.5453;
|
||||
n = frac(n);
|
||||
n += frac(sin(dot(p * 2.0, float2(39.3468, 11.1351)) + _Time.y * 1.7) * 23421.631);
|
||||
n += frac(sin(dot(p * 4.0, float2(73.1567, 52.2351)) - _Time.y * 2.3) * 12345.678);
|
||||
return frac(n);
|
||||
}
|
||||
|
||||
fixed4 frag (v2f i) : SV_Target
|
||||
{
|
||||
float2 uv = i.uv;
|
||||
float4 rgba = tex2D(_MainTex, uv);
|
||||
|
||||
// 统一强度控制
|
||||
float intensity = _GlitchIntensity;
|
||||
|
||||
// 色彩分离和撕裂
|
||||
float chromaAmount = (0.01 + abs(sin(_Time.y * 1.3)) * 0.02) * intensity;
|
||||
float tearStrength = (nrand(uv.y * 20.0 + _Time.y * 2.0, _Time.y * 1.3) - 0.5) * 0.15 * intensity;
|
||||
|
||||
float2 uvR = uv + float2(chromaAmount, 0) + float2(tearStrength, 0);
|
||||
float2 uvG = uv + float2(0, 0) + float2(tearStrength * 0.5, 0);
|
||||
float2 uvB = uv - float2(chromaAmount, 0) + float2(tearStrength, 0);
|
||||
float r = tex2D(_MainTex, frac(uvR)).r;
|
||||
float g = tex2D(_MainTex, frac(uvG)).g;
|
||||
float b = tex2D(_MainTex, frac(uvB)).b;
|
||||
float3 chromaColor = float3(r, g, b);
|
||||
|
||||
// 扫描线扰动
|
||||
float scanJitter = (nrand(uv.y * 60.0, _Time.y * 0.5) - 0.5) * 0.2 * intensity;
|
||||
float2 scanUV = uv + float2(scanJitter, 0);
|
||||
float3 scanColor = tex2D(_MainTex, frac(scanUV)).rgb;
|
||||
|
||||
// 明暗扫描线效果
|
||||
float scanLine = 0.85 + 0.15 * sin(uv.y * 800.0 + _Time.y * 10.0);
|
||||
scanColor *= scanLine;
|
||||
|
||||
// 合成最终颜色
|
||||
float3 finalColor = lerp(chromaColor, scanColor, 0.7 * intensity);
|
||||
|
||||
return float4(finalColor, rgba.a);
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
9
Assets/Shaders/glitch_analog.shader.meta
Normal file
9
Assets/Shaders/glitch_analog.shader.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
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||||
guid: 86d6c60b085e0614883c50daeecf890c
|
||||
ShaderImporter:
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||||
externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
File diff suppressed because one or more lines are too long
Reference in New Issue
Block a user