wip : lighting theatre & integrations
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@@ -2,6 +2,7 @@ Shader "Custom/Glitch"
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{
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Properties
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{
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[Toggle] _IsActive ("Active", Float) = 1.0
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[Header(Fracture)]
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_FractureAmount ("Fracture Amount", Range(0,1)) = 0.0
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_CellScale ("Cell Scale", Float) = 8.0
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@@ -41,6 +42,8 @@ Shader "Custom/Glitch"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
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float _IsActive;
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float _FractureAmount;
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float _CellScale;
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float _CellDisplace;
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@@ -140,6 +143,11 @@ Shader "Custom/Glitch"
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{
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float2 uv = input.texcoord;
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if (!_IsActive)
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return SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv);
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// Rien à faire si fracture = 0
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if (_FractureAmount <= 0.001)
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return SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv);
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