Has anyone ever done a RGB separation filter for fusion? You have probably seen it a lot if you played games these last 2 years or watched any music videos.
here's a random picture from google
I've never written a shader before but i found this code, maybe it can inspire someone to whip something up?
// Offset the main texture coordinates.
float2 texCoord2 = texCoord + DisplacementScroll;
float2 texCoord3 = texCoord - DisplacementScroll;
float4 color1 = tex2D(TextureSampler, texCoord);
float4 color2 = tex2D(TextureSampler, texCoord2);
float4 color3 = tex2D(TextureSampler, texCoord3);
// Look up into the main texture.
return float4 (color1.r,color2.g,color3.b,color1.a);