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A glitch effect shader for Sprites in Unity3D
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//Copyright (c) 2014 Tilman Schmidt (@KeyMaster_) | |
//Permission is hereby granted, free of charge, to any person obtaining a copy | |
//of this software and associated documentation files (the "Software"), to deal | |
//in the Software without restriction, including without limitation the rights | |
//to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
//copies of the Software, and to permit persons to whom the Software is | |
//furnished to do so, subject to the following conditions: | |
//The above copyright notice and this permission notice shall be included in | |
//all copies or substantial portions of the Software. | |
//THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | |
//IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | |
//FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | |
//AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | |
//LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | |
//OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN | |
//THE SOFTWARE. | |
Shader "Sprites/Glitch" | |
{ | |
Properties | |
{ | |
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} | |
_Color ("Tint", Color) = (1,1,1,1) | |
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0 | |
_GlitchInterval ("Glitch interval time [seconds]", Float) = 0.16 | |
_DispProbability ("Displacement Glitch Probability", Float) = 0.022 | |
_DispIntensity ("Displacement Glitch Intensity", Float) = 0.09 | |
_ColorProbability("Color Glitch Probability", Float) = 0.02 | |
_ColorIntensity("Color Glitch Intensity", Float) = 0.07 | |
[MaterialToggle] _WrapDispCoords ("Wrap disp glitch (off = clamp)", Float) = 1 | |
[MaterialToggle] _DispGlitchOn ("Displacement Glitch On", Float) = 1 | |
[MaterialToggle] _ColorGlitchOn ("Color Glitch On", Float) = 1 | |
} | |
SubShader | |
{ | |
Tags | |
{ | |
"Queue"="Transparent" | |
"IgnoreProjector"="True" | |
"RenderType"="Transparent" | |
"PreviewType"="Plane" | |
"CanUseSpriteAtlas"="True" | |
} | |
Cull Off | |
Lighting Off | |
ZWrite Off | |
Fog { Mode Off } | |
Blend One OneMinusSrcAlpha | |
Pass | |
{ | |
CGPROGRAM | |
// Upgrade NOTE: excluded shader from Xbox360; has structs without semantics (struct v2f members pos) | |
#pragma exclude_renderers xbox360 | |
#pragma vertex vert | |
#pragma fragment frag | |
#pragma target 3.0 | |
#pragma multi_compile DUMMY PIXELSNAP_ON | |
#include "UnityCG.cginc" | |
struct appdata_t | |
{ | |
float4 vertex : POSITION; | |
float4 color : COLOR; | |
float2 texcoord : TEXCOORD0; | |
}; | |
struct v2f | |
{ | |
float4 vertex : SV_POSITION; | |
fixed4 color : COLOR; | |
half2 texcoord : TEXCOORD0; | |
}; | |
fixed4 _Color; | |
v2f vert(appdata_t IN) | |
{ | |
v2f OUT; | |
OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex); | |
OUT.texcoord = IN.texcoord; | |
OUT.color = IN.color * _Color; | |
#ifdef PIXELSNAP_ON | |
OUT.vertex = UnityPixelSnap (OUT.vertex); | |
#endif | |
return OUT; | |
} | |
sampler2D _MainTex; | |
//Takes two values and returns a pseudo-random number between 0 (included) and 1 (excluded) | |
//It samples the sin function, scales it up (presumably to increase floating point error) and then takes it's fraction part (to get value between 0 and 1) | |
float rand(float x, float y){ | |
return frac(sin(x*12.9898 + y*78.233)*43758.5453); | |
} | |
float _GlitchInterval; | |
float _DispIntensity; | |
float _DispProbability; | |
float _ColorIntensity; | |
float _ColorProbability; | |
float _DispGlitchOn; | |
float _ColorGlitchOn; | |
float _WrapDispCoords; | |
fixed4 frag(v2f IN) : SV_Target | |
{ | |
//This ensures that the shader only generates new random variables every [_GlitchInterval] seconds, e.g. every 0.5 seconds | |
//During each interval the value wether the glitch occurs and how much the sprites glitches stays the same | |
float intervalTime = floor(_Time.y / _GlitchInterval) * _GlitchInterval; | |
//Second value increased by arbitrary number just to get more possible different random values | |
float intervalTime2 = intervalTime + 2.793; | |
//These values depend on time and the x/y translation of that sprite (top right and middle right value in the transformation matrix are translation) | |
//The transformation matrix values are included so sprites with differen x/y values don't glitch at the same time | |
float timePositionVal = intervalTime + UNITY_MATRIX_MV[0][3] + UNITY_MATRIX_MV[1][3]; | |
float timePositionVal2 = intervalTime2 + UNITY_MATRIX_MV[0][3] + UNITY_MATRIX_MV[1][3]; | |
//Random chance that the displacement glich or color glitch occur | |
float dispGlitchRandom = rand(timePositionVal, -timePositionVal); | |
float colorGlitchRandom = rand(timePositionVal, timePositionVal); | |
//Precalculate color channel shift | |
float rShiftRandom = (rand(-timePositionVal, timePositionVal) - 0.5) * _ColorIntensity; | |
float gShiftRandom = (rand(-timePositionVal, -timePositionVal) - 0.5) * _ColorIntensity; | |
float bShiftRandom = (rand(-timePositionVal2, -timePositionVal2) - 0.5) * _ColorIntensity; | |
//For the displacement glitch, the sprite is divided into strips of 0.2 * sprite height (5 stripes) | |
//This value is the random offset each of the strip boundries get either up or down | |
//Without this, each strip would be exactly a 5th of the sprite height, with this their height is slightly randomised | |
float shiftLineOffset = float((rand(timePositionVal2, timePositionVal2) - 0.5) / 50); | |
//If the randomly rolled value is below the probability boundry and the displacement effect is turned on, apply the displacement effect | |
if(dispGlitchRandom < _DispProbability && _DispGlitchOn == 1){ | |
IN.texcoord.x += (rand(floor(IN.texcoord.y / (0.2 + shiftLineOffset)) - timePositionVal, floor(IN.texcoord.y / (0.2 + shiftLineOffset)) + timePositionVal) - 0.5) * _DispIntensity; | |
//Prevent the texture coordinate from going into other parts of the texture, especially when using texture atlases | |
//Instead, loop the coordinate between 0 and 1 | |
if(_WrapDispCoords == 1){ | |
IN.texcoord.x = fmod(IN.texcoord.x, 1); | |
} | |
else{ | |
IN.texcoord.x = clamp(IN.texcoord.x, 0, 1); | |
} | |
} | |
//Sample the texture at the normal position and at the shifted color channel positions | |
fixed4 normalC = tex2D(_MainTex, IN.texcoord); | |
fixed4 rShifted = tex2D(_MainTex, float2(IN.texcoord.x + rShiftRandom, IN.texcoord.y + rShiftRandom)); | |
fixed4 gShifted = tex2D(_MainTex, float2(IN.texcoord.x + gShiftRandom, IN.texcoord.y + gShiftRandom)); | |
fixed4 bShifted = tex2D(_MainTex, float2(IN.texcoord.x + bShiftRandom, IN.texcoord.y + bShiftRandom)); | |
fixed4 c = fixed4(0.0,0.0,0.0,0.0); | |
//If the randomly rolled value is below the probability boundry and the color effect is turned on, apply the color glitch effect | |
//Sets the output color to the shifted r,g,b channels and averages their alpha | |
if(colorGlitchRandom < _ColorProbability && _ColorGlitchOn== 1){ | |
c.r = rShifted.r; | |
c.g = gShifted.g; | |
c.b = bShifted.b; | |
c.a = (rShifted.a + gShifted.a + bShifted.a) / 3; | |
} | |
else{ | |
c = normalC; | |
} | |
//Apply tint and tint color alpha | |
c.rgb *= IN.color; | |
c.a *= IN.color.a; | |
c.rgb *= c.a; | |
return c; | |
} | |
ENDCG | |
} | |
} | |
SubShader | |
{ | |
Tags | |
{ | |
"Queue"="Transparent" | |
"IgnoreProjector"="True" | |
"RenderType"="Transparent" | |
"PreviewType"="Plane" | |
"CanUseSpriteAtlas"="True" | |
} | |
Cull Off | |
Lighting Off | |
ZWrite Off | |
Fog { Mode Off } | |
Blend One OneMinusSrcAlpha | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#pragma multi_compile DUMMY PIXELSNAP_ON | |
#include "UnityCG.cginc" | |
struct appdata_t | |
{ | |
float4 vertex : POSITION; | |
float4 color : COLOR; | |
float2 texcoord : TEXCOORD0; | |
}; | |
struct v2f | |
{ | |
float4 vertex : SV_POSITION; | |
fixed4 color : COLOR; | |
half2 texcoord : TEXCOORD0; | |
}; | |
fixed4 _Color; | |
v2f vert(appdata_t IN) | |
{ | |
v2f OUT; | |
OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex); | |
OUT.texcoord = IN.texcoord; | |
OUT.color = IN.color * _Color; | |
#ifdef PIXELSNAP_ON | |
OUT.vertex = UnityPixelSnap (OUT.vertex); | |
#endif | |
return OUT; | |
} | |
sampler2D _MainTex; | |
float rand(float x, float y){ | |
return frac(sin(x*12.9898 + y*78.233)*43758.5453); | |
} | |
float _DispIntensity; | |
float _DispProbability; | |
float _GlitchInterval; | |
float _DispGlitchOn; | |
float _WrapDispCoords; | |
fixed4 frag(v2f IN) : SV_Target | |
{ | |
float intervalTime = floor(_Time.y / _GlitchInterval) * _GlitchInterval; | |
float timePositionVal = float(intervalTime + UNITY_MATRIX_MV[0][3] + UNITY_MATRIX_MV[1][3]); | |
float timeRandom = rand(timePositionVal, -timePositionVal); | |
if(timeRandom < _DispProbability && _DispGlitchOn == 1){ | |
IN.texcoord.x += (rand(floor(IN.texcoord.y / 0.2) - intervalTime, floor(IN.texcoord.y / 0.2) + intervalTime) - 0.5) * _DispIntensity; | |
if(_WrapDispCoords == 1){ | |
IN.texcoord.x = fmod(IN.texcoord.x, 1); | |
} | |
else{ | |
IN.texcoord.x = clamp(IN.texcoord.x, 0, 1); | |
} | |
} | |
fixed4 c = tex2D(_MainTex, IN.texcoord) * IN.color; | |
c.a *= IN.color.a; | |
c.rgb *= c.a; | |
return c; | |
} | |
ENDCG | |
} | |
} | |
} |
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It works perfectly! Anyone knows how to extend this to support grayscale?