Drunk & High😵‍💫

HLSL Shader

I made this drunk shader because I was inspired by a lot of drunk effects across AAA games, this is a screen space camera effect that applies the following effects :
  • RGB Shift
  • Ghost Images
  • Wave Distortion (Amplitude and Frequency Distortion)
  • Radial Blur


Material and Shader Integration
  • The effect is applied through a custom material that processes each pass.
  • Blit operations run in different shader passes (pass indices 0, 1, 2, etc.).
  • The shader modifies:
    • cameraColorTarget to read from and write to.
    • Multiple buffers to accumulate the distortion effect.

Performance Considerations
  • Uses temporary render textures (cmd.GetTemporaryRT) to minimize GPU memory overhead.
  • Avoids unnecessary depth buffer calculations (desc.depthBufferBits = 0).
  • Configurable quality settings (adjustable shader parameters) allow optimization based on hardware capabilities.




thanks for visiting
made with 🩷and ☕ on a beautiful June afternoon🌻