Shader "Unlit/BrokenScreen"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_BumpTex("BumpTex", 2D) = "white" {}
_satCount("satCount",Range(0,1)) = 0
_scaleX("scaleX",Range(0,1)) = 0
_scaleY("scaleY",Range(0,1)) = 0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
sampler2D _BumpTex;
float4 _MainTex_ST;
float _satCount, _scaleX, _scaleY;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
half2 bumpUV = i.uv - 0.5;
bumpUV *= float2(_scaleX, _scaleY);
bumpUV += 0.5;
half2 bump = UnpackNormal(tex2D(_BumpTex, bumpUV)).rg;
i.uv = bump * 0.5 + i.uv.xy;
fixed4 col = tex2D(_MainTex , i.uv);
fixed4 lum = Luminance(col);
col = lerp(col, lum, _satCount);
return col;
}
ENDCG
}
}
}
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