{"id":2588,"date":"2014-01-06T02:14:10","date_gmt":"2014-01-05T23:14:10","guid":{"rendered":"http:\/\/unitycoder.com\/blog\/?p=2588"},"modified":"2014-02-03T00:24:57","modified_gmt":"2014-02-02T21:24:57","slug":"sprite-rgb-split-shader-test","status":"publish","type":"post","link":"https:\/\/unitycoder.com\/blog\/2014\/01\/06\/sprite-rgb-split-shader-test\/","title":{"rendered":"Sprite RGB Split Shader Test"},"content":{"rendered":"<p><a title=\"http:\/\/unitycoder.com\/upload\/demos\/RGBSplitShader\/\" href=\"http:\/\/unitycoder.com\/upload\/demos\/RGBSplitShader\/\" target=\"_blank\"><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" data-attachment-id=\"2589\" data-permalink=\"https:\/\/unitycoder.com\/blog\/2014\/01\/06\/sprite-rgb-split-shader-test\/rgb_split_shader_unity_1\/\" data-orig-file=\"https:\/\/i0.wp.com\/unitycoder.com\/blog\/wp-content\/uploads\/2014\/01\/rgb_split_shader_unity_1.jpg?fit=635%2C477&amp;ssl=1\" data-orig-size=\"635,477\" data-comments-opened=\"1\" data-image-meta=\"{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;}\" data-image-title=\"rgb_split_shader_unity_1\" data-image-description=\"\" data-image-caption=\"\" data-large-file=\"https:\/\/i0.wp.com\/unitycoder.com\/blog\/wp-content\/uploads\/2014\/01\/rgb_split_shader_unity_1.jpg?fit=635%2C477&amp;ssl=1\" class=\"alignnone size-full wp-image-2589\" alt=\"rgb_split_shader_unity_1\" src=\"https:\/\/i0.wp.com\/unitycoder.com\/blog\/wp-content\/uploads\/2014\/01\/rgb_split_shader_unity_1.jpg?resize=635%2C477\" width=\"635\" height=\"477\" srcset=\"https:\/\/i0.wp.com\/unitycoder.com\/blog\/wp-content\/uploads\/2014\/01\/rgb_split_shader_unity_1.jpg?w=635&amp;ssl=1 635w, https:\/\/i0.wp.com\/unitycoder.com\/blog\/wp-content\/uploads\/2014\/01\/rgb_split_shader_unity_1.jpg?resize=300%2C225&amp;ssl=1 300w\" sizes=\"auto, (max-width: 635px) 100vw, 635px\" \/><\/a><\/p>\n<p>Tried to make RGB Split Shader (by modifying the default sprite shader)<\/p>\n<p>Features:<br \/>\n&#8211; No render textures (so it works with unity free\/indie)<br \/>\n&#8211; Per object instead as post effect<br \/>\n&#8211; Offset variables per channel<\/p>\n<p>Problems:<br \/>\n&#8211; 3 shader passes<br \/>\n&#8211; Red channel is currently not additively blended (because you would lose those black borders..)<br \/>\nRelated topic:<\/p>\n<p>Those shaders use render textures: <a title=\"http:\/\/forum.unity3d.com\/threads\/220068-RGB-Split-Shader\" href=\"http:\/\/forum.unity3d.com\/threads\/220068-RGB-Split-Shader\" target=\"_blank\">http:\/\/forum.unity3d.com\/threads\/220068-RGB-Split-Shader<\/a><\/p>\n<p><strong>Webplayer:<\/strong><br \/>\n<a title=\"http:\/\/unitycoder.com\/upload\/demos\/RGBSplitShader\/\" href=\"http:\/\/unitycoder.com\/upload\/demos\/RGBSplitShader\/\" target=\"_blank\">http:\/\/unitycoder.com\/upload\/demos\/RGBSplitShader\/<\/a><\/p>\n<p>Image credit:<br \/>\n<a title=\"http:\/\/opengameart.org\/\" href=\"http:\/\/opengameart.org\/\" target=\"_blank\">http:\/\/opengameart.org\/<\/a><\/p>\n<p>Shader source:<\/p>\n<pre class=\"brush: csharp; title: ; notranslate\" title=\"\">\r\n\r\n\/\/ RGB sprite split shader test unitycoder.com\r\nShader &quot;UnityCoder\/RGBSplitTest1&quot;\r\n{\r\nProperties\r\n{\r\n&#x5B;PerRendererData] _MainTex (&quot;Sprite Texture&quot;, 2D) = &quot;white&quot; {}\r\n\/\/\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0_Color (&quot;Tint&quot;, Color) = (1,1,1,1)\r\n&#x5B;MaterialToggle] PixelSnap (&quot;Pixel snap&quot;, Float) = 0\r\n_RedOffsetX (&quot;RedOffsetX&quot;, Float) = 0\r\n_RedOffsetY (&quot;RedOffsetY&quot;, Float) = 0\r\n_GreenOffsetX (&quot;GreenOffsetX&quot;, Float) = 0\r\n_GreenOffsetY (&quot;GreenOffsetY&quot;, Float) = 0\r\n_BlueOffsetX (&quot;BlueOffsetX&quot;, Float) = 0\r\n_BlueOffsetY (&quot;BlueOffsetY&quot;, Float) = 0\r\n}\r\n\r\nSubShader\r\n{\r\nTags\r\n{\r\n&quot;Queue&quot;=&quot;Transparent&quot;\r\n&quot;IgnoreProjector&quot;=&quot;True&quot;\r\n&quot;RenderType&quot;=&quot;Transparent&quot;\r\n&quot;PreviewType&quot;=&quot;Plane&quot;\r\n&quot;CanUseSpriteAtlas&quot;=&quot;True&quot;\r\n}\r\n\r\nCull Off\r\nLighting Off\r\nZWrite Off\r\nFog { Mode Off }\r\n\/\/\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0Blend SrcAlpha OneMinusSrcAlpha\r\n\/\/\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0Blend SrcAlpha OneMinusSrcAlpha\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 \/\/ Soft Additiv\r\n\r\n\/\/ RED\r\nPass\r\n{\r\n\/\/Blend One One\r\nBlend SrcAlpha OneMinusSrcAlpha\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 \/\/ Soft Additiv\r\n\/\/\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0Blend One One\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 \/\/ Additive\r\nCGPROGRAM\r\n#pragma vertex vert\r\n#pragma fragment frag\r\n#pragma multi_compile DUMMY PIXELSNAP_ON\r\n#include &quot;UnityCG.cginc&quot;\r\n\r\nstruct appdata_t\r\n{\r\nfloat4 vertex\u00a0\u00a0 : POSITION;\r\nfloat4 color\u00a0\u00a0\u00a0 : COLOR;\r\nfloat2 texcoord : TEXCOORD0;\r\n};\r\n\r\nstruct v2f\r\n{\r\nfloat4 vertex\u00a0\u00a0 : SV_POSITION;\r\nfixed4 color\u00a0\u00a0\u00a0 : COLOR;\r\nhalf2 texcoord\u00a0 : TEXCOORD0;\r\n};\r\n\r\n\/\/\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0fixed4 _Color;\r\nfloat _RedOffsetX;\r\nfloat _RedOffsetY;\r\n\r\nv2f vert(appdata_t IN)\r\n{\r\nv2f OUT;\r\nOUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);\r\nOUT.texcoord = IN.texcoord;\r\n\/\/\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0OUT.color = IN.color * _Color;\r\nOUT.color = IN.color * float4(1,0,0,1);\r\nOUT.vertex.xy += float2(_RedOffsetX,_RedOffsetY);\r\n#ifdef PIXELSNAP_ON\r\nOUT.vertex = UnityPixelSnap (OUT.vertex);\r\n#endif\r\n\r\nreturn OUT;\r\n}\r\n\r\nsampler2D _MainTex;\r\n\r\nfixed4 frag(v2f IN) : COLOR\r\n{\r\nreturn tex2D(_MainTex, IN.texcoord) * IN.color;\r\n}\r\nENDCG\r\n}\r\n\r\n\/\/ GREEN\r\nPass\r\n{\r\n\/\/Blend SrcAlpha OneMinusSrcAlpha\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 \/\/ Soft Additiv\r\nBlend One One\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 \/\/ Additive\r\nCGPROGRAM\r\n#pragma vertex vert\r\n#pragma fragment frag\r\n#pragma multi_compile DUMMY PIXELSNAP_ON\r\n#include &quot;UnityCG.cginc&quot;\r\n\r\nstruct appdata_t\r\n{\r\nfloat4 vertex\u00a0\u00a0 : POSITION;\r\nfloat4 color\u00a0\u00a0\u00a0 : COLOR;\r\nfloat2 texcoord : TEXCOORD0;\r\n};\r\n\r\nstruct v2f\r\n{\r\nfloat4 vertex\u00a0\u00a0 : SV_POSITION;\r\nfixed4 color\u00a0\u00a0\u00a0 : COLOR;\r\nhalf2 texcoord\u00a0 : TEXCOORD0;\r\n};\r\n\r\n\/\/fixed4 _Color;\r\nfloat _GreenOffsetX;\r\nfloat _GreenOffsetY;\r\n\r\nv2f vert(appdata_t IN)\r\n{\r\nv2f OUT;\r\nOUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);\r\nOUT.texcoord = IN.texcoord;\r\n\/\/\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0OUT.color = IN.color * _Color;\r\nOUT.color = IN.color * float4(0,1,0,1);\r\nOUT.vertex.xy += float2(_GreenOffsetX,_GreenOffsetY);\r\n#ifdef PIXELSNAP_ON\r\nOUT.vertex = UnityPixelSnap (OUT.vertex);\r\n#endif\r\n\r\nreturn OUT;\r\n}\r\n\r\nsampler2D _MainTex;\r\n\r\nfixed4 frag(v2f IN) : COLOR\r\n{\r\nreturn tex2D(_MainTex, IN.texcoord) * IN.color;\r\n}\r\nENDCG\r\n} \/\/ end pass\r\n\r\n\/\/ BLUE\r\nPass\r\n{\r\n\/\/Blend SrcAlpha OneMinusSrcAlpha\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 \/\/ Soft Additiv\r\nBlend One One\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 \/\/ Additive\r\nCGPROGRAM\r\n#pragma vertex vert\r\n#pragma fragment frag\r\n#pragma multi_compile DUMMY PIXELSNAP_ON\r\n#include &quot;UnityCG.cginc&quot;\r\n\r\nstruct appdata_t\r\n{\r\nfloat4 vertex\u00a0\u00a0 : POSITION;\r\nfloat4 color\u00a0\u00a0\u00a0 : COLOR;\r\nfloat2 texcoord : TEXCOORD0;\r\n};\r\n\r\nstruct v2f\r\n{\r\nfloat4 vertex\u00a0\u00a0 : SV_POSITION;\r\nfixed4 color\u00a0\u00a0\u00a0 : COLOR;\r\nhalf2 texcoord\u00a0 : TEXCOORD0;\r\n};\r\n\r\n\/\/fixed4 _Color;\r\nfloat _BlueOffsetX;\r\nfloat _BlueOffsetY;\r\n\r\nv2f vert(appdata_t IN)\r\n{\r\nv2f OUT;\r\nOUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);\r\nOUT.texcoord = IN.texcoord;\r\n\/\/\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0OUT.color = IN.color * _Color;\r\nOUT.color = IN.color * float4(0,0,1,1);\r\nOUT.vertex.xy += float2(_BlueOffsetX,_BlueOffsetY);\r\n#ifdef PIXELSNAP_ON\r\nOUT.vertex = UnityPixelSnap (OUT.vertex);\r\n#endif\r\n\r\nreturn OUT;\r\n}\r\n\r\nsampler2D _MainTex;\r\n\r\nfixed4 frag(v2f IN) : COLOR\r\n{\r\nreturn tex2D(_MainTex, IN.texcoord) * IN.color;\r\n}\r\nENDCG\r\n} \/\/ end pass\r\n\r\n}\r\n}\r\n\r\n<\/pre>\n","protected":false},"excerpt":{"rendered":"<p>Tried to make RGB Split Shader (by modifying the default sprite shader) Features: &#8211; No render textures (so it works with unity free\/indie) &#8211; Per object instead as post effect &#8211; Offset variables per channel Problems: &#8211; 3 shader passes &#8211; Red channel is currently [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":2589,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_feature_clip_id":0,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":true,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2},"jetpack_post_was_ever_published":false},"categories":[13,3],"tags":[575,14,576,357],"class_list":["post-2588","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-shaders","category-unity3d","tag-rgb","tag-shader","tag-split","tag-sprite"],"jetpack_publicize_connections":[],"jetpack_featured_media_url":"https:\/\/i0.wp.com\/unitycoder.com\/blog\/wp-content\/uploads\/2014\/01\/rgb_split_shader_unity_1.jpg?fit=635%2C477&ssl=1","jetpack_shortlink":"https:\/\/wp.me\/p1KTaT-FK","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/unitycoder.com\/blog\/wp-json\/wp\/v2\/posts\/2588","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/unitycoder.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/unitycoder.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/unitycoder.com\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/unitycoder.com\/blog\/wp-json\/wp\/v2\/comments?post=2588"}],"version-history":[{"count":10,"href":"https:\/\/unitycoder.com\/blog\/wp-json\/wp\/v2\/posts\/2588\/revisions"}],"predecessor-version":[{"id":2667,"href":"https:\/\/unitycoder.com\/blog\/wp-json\/wp\/v2\/posts\/2588\/revisions\/2667"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/unitycoder.com\/blog\/wp-json\/wp\/v2\/media\/2589"}],"wp:attachment":[{"href":"https:\/\/unitycoder.com\/blog\/wp-json\/wp\/v2\/media?parent=2588"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/unitycoder.com\/blog\/wp-json\/wp\/v2\/categories?post=2588"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/unitycoder.com\/blog\/wp-json\/wp\/v2\/tags?post=2588"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}