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RandomChannel.shader
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RandomChannel.shader
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Shader "LX/RandomChannel"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
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;
};
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
fixed simpleRandom(fixed2 uv)
{
return frac(sin(dot(uv,fixed2(42.3, 55.22)) * 1423.322 + 1523.333) * 2313.33);
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
float random = simpleRandom(i.uv+_Time.yy);
fixed r = step(random, 0.33);
fixed g = step(0.33, random) * step(random, 0.66);
fixed b = step(0.66, random) * step(random, 1);
return fixed4(col.r*r,col.g*g,col.b*b,1);
}
ENDCG
}
}
}