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117 lines
2.4 KiB
117 lines
2.4 KiB
3 years ago
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// Colorful FX - Unity Asset
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// Copyright (c) 2015 - Thomas Hourdel
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// http://www.thomashourdel.com
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Shader "Hidden/Colorful/Noise"
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{
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Properties
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{
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_MainTex ("Base (RGB)", 2D) = "white" {}
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_Params ("Seed (X) Strength (Y) Lum Contribution (Z)", Vector) = (0, 0, 0, 0)
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}
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CGINCLUDE
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#include "UnityCG.cginc"
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#include "./Colorful.cginc"
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sampler2D _MainTex;
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half3 _Params;
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half4 frag_mono(v2f_img i) : SV_Target
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{
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half4 color = tex2D(_MainTex, i.uv);
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float n = simpleNoise(i.uv + _Params.x) * 2.0;
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return lerp(color, color * n, _Params.y);
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}
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half4 frag_colored(v2f_img i) : SV_Target
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{
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half4 color = tex2D(_MainTex, i.uv);
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float n = simpleNoise_fracLess(i.uv + _Params.x);
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float nr = frac(n) * 2.0;
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float ng = frac(n * 1.2154) * 2.0;
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float nb = frac(n * 1.3453) * 2.0;
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float na = frac(n * 1.3647) * 2.0;
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return lerp(color, color * half4(nr, ng, nb, na), _Params.y);
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}
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half4 frag_mono_lum(v2f_img i) : SV_Target
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{
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half4 color = tex2D(_MainTex, i.uv);
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float n = simpleNoise(i.uv + _Params.x) * 2.0;
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half lum = luminance(color.rgb);
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return lerp(color, color * n, _Params.y * (1.0 - lerp(0.0, lum, _Params.z)));
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}
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half4 frag_colored_lum(v2f_img i) : SV_Target
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{
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half4 color = tex2D(_MainTex, i.uv);
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float n = simpleNoise_fracLess(i.uv + _Params.x);
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float nr = frac(n) * 2.0;
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float ng = frac(n * 1.2154) * 2.0;
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float nb = frac(n * 1.3453) * 2.0;
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float na = frac(n * 1.3647) * 2.0;
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half lum = luminance(color.rgb);
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return lerp(color, color * half4(nr, ng, nb, na), _Params.y * (1.0 - lerp(0.0, lum, _Params.z)));
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}
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ENDCG
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SubShader
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{
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ZTest Always Cull Off ZWrite Off
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Fog { Mode off }
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// (0) Monochrome
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Pass
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{
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag_mono
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#pragma fragmentoption ARB_precision_hint_fastest
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ENDCG
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}
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// (1) Colored
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Pass
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{
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag_colored
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#pragma fragmentoption ARB_precision_hint_fastest
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ENDCG
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}
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// (2) Monochrome - Lum Contrib
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Pass
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{
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag_mono_lum
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#pragma fragmentoption ARB_precision_hint_fastest
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ENDCG
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}
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// (3) Colored - Lum Contrib
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Pass
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{
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag_colored_lum
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#pragma fragmentoption ARB_precision_hint_fastest
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ENDCG
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}
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}
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FallBack off
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}
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