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GlitchEffect.cs
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94 lines (73 loc) · 2.61 KB
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/**
This work is licensed under a Creative Commons Attribution 3.0 Unported License.
http://creativecommons.org/licenses/by/3.0/deed.en_GB
You are free:
to copy, distribute, display, and perform the work
to make derivative works
to make commercial use of the work
*/
using UnityEngine;
using UnityStandardAssets.ImageEffects;
#if UNITY_EDITOR
using UnityEditor;
#endif
#if UNITY_EDITOR
[ExecuteInEditMode]
[AddComponentMenu ("Image Effects/GlitchEffect")]
#endif
public class GlitchEffect : ImageEffectBase {
public Texture2D displacementMap;
float glitchup, glitchdown, flicker,
glitchupTime = 0.05f, glitchdownTime = 0.05f, flickerTime = 0.5f;
[Header("Glitch Intensity")]
[Range(0, 1)]
public float intensity;
[Range(0, 1)]
public float flipIntensity;
[Range(0, 1)]
public float colorIntensity;
// Called by camera to apply image effect
void OnRenderImage (RenderTexture source, RenderTexture destination) {
material.SetFloat("_Intensity", intensity);
material.SetFloat("_ColorIntensity", colorIntensity);
material.SetTexture("_DispTex", displacementMap);
flicker += Time.deltaTime * colorIntensity;
if (flicker > flickerTime){
material.SetFloat("filterRadius", Random.Range(-3f, 3f) * colorIntensity);
material.SetVector("direction", Quaternion.AngleAxis(Random.Range(0, 360) * colorIntensity, Vector3.forward) * Vector4.one);
flicker = 0;
flickerTime = Random.value;
}
if (colorIntensity == 0)
material.SetFloat("filterRadius", 0);
glitchup += Time.deltaTime * flipIntensity;
if (glitchup > glitchupTime){
if(Random.value < 0.1f * flipIntensity)
material.SetFloat("flip_up", Random.Range(0, 1f) * flipIntensity);
else
material.SetFloat("flip_up", 0);
glitchup = 0;
glitchupTime = Random.value/10f;
}
if (flipIntensity == 0)
material.SetFloat("flip_up", 0);
glitchdown += Time.deltaTime * flipIntensity;
if (glitchdown > glitchdownTime){
if(Random.value < 0.1f * flipIntensity)
material.SetFloat("flip_down", 1 - Random.Range(0, 1f) * flipIntensity);
else
material.SetFloat("flip_down", 1);
glitchdown = 0;
glitchdownTime = Random.value/10f;
}
if (flipIntensity == 0)
material.SetFloat("flip_down", 1);
if (Random.value < 0.05 * intensity){
material.SetFloat("displace", Random.value * intensity);
material.SetFloat("scale", 1 - Random.value * intensity);
}
else
material.SetFloat("displace", 0);
Graphics.Blit (source, destination, material);
}
}