[Shader digging 01] Split RGB: From underwater caustics to glitch effects

written in front

Recently, I was writing about water again. The caustic effect here is quite monotonous. I stacked a big guy’s plan, Believable Caustics Reflections - Alan Zucconi

 

The RGB channels are offset a bit:

The consumption caused by sampling three times is quite large. Let's not talk about this, let's sample the RGB channels separately, and suddenly thought of an article by Mr. Mao:

High-quality post-processing: summary and implementation of ten Glitch Art algorithms

The first easy way to fail is to Split RGB,

Same purpose!

Dig a hole and realize the glitch effect during lunch break.

Guess you like

Origin blog.csdn.net/qq_41835314/article/details/132137948