Files
Ipseity-Demo/Assets/_Content/UI/FlashHallus/Shaders/HallucinationSketchBleed.shader
T
2026-07-03 11:49:25 +02:00

318 lines
11 KiB
GLSL

Shader "Unheimlich/UI/HallucinationSketchBleed_V2"
{
Properties
{
[PerRendererData] _MainTex ("Sprite / Video Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1, 1, 1, 1)
[Header(Global Control)]
_Intensity ("Global Intensity", Range(0, 1)) = 0.65
_VideoPreserve ("Video Preserve", Range(0, 1)) = 0.72
_Darken ("Darken", Range(0, 1)) = 0.12
_Contrast ("Contrast", Range(0.5, 2.0)) = 1.12
[Header(Sketch Lines)]
_EdgeStrength ("Edge Strength", Range(0, 2)) = 1.15
_HatchStrength ("Hatch Strength", Range(0, 1)) = 0.55
_HatchScale ("Hatch Scale", Range(40, 420)) = 180
_HatchThickness ("Hatch Thickness", Range(0.005, 0.09)) = 0.032
_DarkAreaHatching ("Dark Area Hatching", Range(0, 1)) = 0.75
[Header(Animated Scribble)]
_ScribbleStrength ("Scribble Strength", Range(0, 1)) = 0.45
_ScribbleScale ("Scribble Scale", Range(10, 160)) = 48
_ScribbleSpeed ("Scribble Speed", Range(0, 30)) = 9
_ScribbleBleed ("Scribble Bleed", Range(0, 0.04)) = 0.012
[Header(Controlled Distortion)]
_Distortion ("UV Distortion", Range(0, 0.04)) = 0.008
_Bleed ("Chromatic Bleed", Range(0, 0.025)) = 0.006
_JitterAmount ("Jitter Amount", Range(0, 0.02)) = 0.004
_JitterSpeed ("Jitter Speed", Range(0, 30)) = 8
[Header(Grain)]
_GrainStrength ("Grain Strength", Range(0, 1)) = 0.12
[Header(UI)]
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
Name "HallucinationSketchBleed_V2"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
#include "UnityCG.cginc"
#include "UnityUI.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _MainTex_TexelSize;
fixed4 _Color;
float4 _ClipRect;
float _Intensity;
float _VideoPreserve;
float _Darken;
float _Contrast;
float _EdgeStrength;
float _HatchStrength;
float _HatchScale;
float _HatchThickness;
float _DarkAreaHatching;
float _ScribbleStrength;
float _ScribbleScale;
float _ScribbleSpeed;
float _ScribbleBleed;
float _Distortion;
float _Bleed;
float _JitterAmount;
float _JitterSpeed;
float _GrainStrength;
struct appdata_t
{
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 uv : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
};
float Hash(float2 p)
{
return frac(sin(dot(p, float2(127.1, 311.7))) * 43758.5453123);
}
float Noise(float2 p)
{
float2 i = floor(p);
float2 f = frac(p);
float a = Hash(i);
float b = Hash(i + float2(1.0, 0.0));
float c = Hash(i + float2(0.0, 1.0));
float d = Hash(i + float2(1.0, 1.0));
float2 u = f * f * (3.0 - 2.0 * f);
return lerp(a, b, u.x)
+ (c - a) * u.y * (1.0 - u.x)
+ (d - b) * u.x * u.y;
}
float Luminance(float3 col)
{
return dot(col, float3(0.299, 0.587, 0.114));
}
float PencilBand(float value, float thickness)
{
float bandDistance = abs(frac(value) - 0.5);
return 1.0 - smoothstep(thickness, thickness + 0.018, bandDistance);
}
float GetEdge(float2 uv)
{
float2 texel = _MainTex_TexelSize.xy;
float l = Luminance(tex2D(_MainTex, uv - float2(texel.x, 0)).rgb);
float r = Luminance(tex2D(_MainTex, uv + float2(texel.x, 0)).rgb);
float d = Luminance(tex2D(_MainTex, uv - float2(0, texel.y)).rgb);
float u = Luminance(tex2D(_MainTex, uv + float2(0, texel.y)).rgb);
float edge = abs(r - l) + abs(u - d);
return saturate(edge * 5.0 * _EdgeStrength);
}
float SketchHatching(float2 uv, float luminance, float edge, float noiseValue)
{
float darkMask = saturate((1.0 - luminance) * _DarkAreaHatching);
float contourMask = saturate(edge * 1.4);
float mask = saturate(darkMask + contourMask);
float t = _Time.y * _ScribbleSpeed;
float2 animatedUv = uv;
animatedUv.x += (Noise(uv * 22.0 + t * 0.35) - 0.5) * 0.012;
animatedUv.y += (Noise(uv * 19.0 - t * 0.27) - 0.5) * 0.012;
float h1 = PencilBand((animatedUv.x + animatedUv.y * 0.72 + noiseValue * 0.08) * _HatchScale, _HatchThickness);
float h2 = PencilBand((animatedUv.x * 0.63 - animatedUv.y + noiseValue * 0.12) * (_HatchScale * 0.67), _HatchThickness * 0.9);
float h3 = PencilBand((animatedUv.x * 1.18 + animatedUv.y * 0.28 + noiseValue * 0.2) * (_HatchScale * 0.38), _HatchThickness * 0.75);
float hatch = saturate(h1 * 0.65 + h2 * 0.4 + h3 * 0.25);
return hatch * mask;
}
float AnimatedScribble(float2 uv, float luminance, float edge)
{
float t = _Time.y * _ScribbleSpeed;
float2 p = uv * _ScribbleScale;
float n1 = Noise(p + float2(t * 0.75, -t * 0.25));
float n2 = Noise(p * 1.7 + float2(-t * 0.35, t * 0.55));
float n3 = Noise(p * 3.1 + t);
float unstable = abs(n1 - n2);
float brokenLines = 1.0 - smoothstep(0.08, 0.22, unstable);
float darkMask = saturate(1.0 - luminance);
float edgeMask = saturate(edge * 1.7);
float mask = saturate(darkMask * 0.55 + edgeMask);
float flicker = step(0.42, n3);
return brokenLines * mask * flicker;
}
v2f vert(appdata_t v)
{
v2f o;
o.worldPosition = v.vertex;
o.vertex = UnityObjectToClipPos(o.worldPosition);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
o.color = v.color * _Color;
return o;
}
fixed4 frag(v2f i) : SV_Target
{
float intensity = saturate(_Intensity);
float2 uv = i.uv;
float time = _Time.y;
float globalNoise = Noise(uv * 18.0 + time * _JitterSpeed);
float jitterPhase = floor(time * _JitterSpeed);
float2 frameJitter;
frameJitter.x = Hash(float2(jitterPhase, 1.7)) - 0.5;
frameJitter.y = Hash(float2(jitterPhase, 9.2)) - 0.5;
uv += frameJitter * _JitterAmount * intensity;
float2 wobble;
wobble.x = sin(uv.y * 18.0 + time * 4.0) * 0.5 + globalNoise - 0.5;
wobble.y = cos(uv.x * 14.0 - time * 3.1) * 0.5 + Noise(uv * 28.0 - time) - 0.5;
uv += wobble * _Distortion * intensity;
float edge = GetEdge(uv);
float2 bleedOffset = float2(_Bleed * intensity, 0.0);
float2 scribbleBleedOffset = float2(_ScribbleBleed * edge * intensity, _ScribbleBleed * 0.35 * intensity);
fixed4 baseCol = tex2D(_MainTex, uv);
fixed4 redCol = tex2D(_MainTex, uv + bleedOffset + scribbleBleedOffset);
fixed4 blueCol = tex2D(_MainTex, uv - bleedOffset - scribbleBleedOffset);
fixed4 videoCol;
videoCol.r = redCol.r;
videoCol.g = baseCol.g;
videoCol.b = blueCol.b;
videoCol.a = baseCol.a;
float luminance = Luminance(videoCol.rgb);
float hatch = SketchHatching(i.uv, luminance, edge, globalNoise);
float scribble = AnimatedScribble(i.uv, luminance, edge);
float grain = Hash(floor(i.uv * 1100.0 + time * 80.0));
float3 sketchCol = videoCol.rgb;
sketchCol = saturate((sketchCol - 0.5) * _Contrast + 0.5);
sketchCol *= 1.0 - (_Darken * intensity);
float hatchAmount = hatch * _HatchStrength * intensity;
float scribbleAmount = scribble * _ScribbleStrength * intensity;
sketchCol = lerp(sketchCol, sketchCol * 0.22, hatchAmount);
sketchCol = lerp(sketchCol, sketchCol * 0.06, scribbleAmount);
sketchCol += (grain - 0.5) * _GrainStrength * intensity;
float preserve = saturate(_VideoPreserve);
float3 finalRgb = lerp(sketchCol, videoCol.rgb, preserve * (1.0 - intensity * 0.35));
fixed4 col;
col.rgb = saturate(finalRgb);
col.a = videoCol.a;
col *= i.color;
#ifdef UNITY_UI_CLIP_RECT
col.a *= UnityGet2DClipping(i.worldPosition.xy, _ClipRect);
#endif
#ifdef UNITY_UI_ALPHACLIP
clip(col.a - 0.001);
#endif
return col;
}
ENDCG
}
}
}