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158 lines
3.9 KiB
158 lines
3.9 KiB
Shader "Hidden/NoiseAndGrain" { |
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Properties { |
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_MainTex ("Base (RGB)", 2D) = "white" {} |
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_NoiseTex ("Noise (RGB)", 2D) = "white" {} |
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} |
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CGINCLUDE |
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#include "UnityCG.cginc" |
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sampler2D _MainTex; |
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sampler2D _NoiseTex; |
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float4 _NoiseTex_TexelSize; |
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uniform float4 _MainTex_TexelSize; |
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uniform float3 _NoisePerChannel; |
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uniform float3 _NoiseTilingPerChannel; |
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uniform float3 _NoiseAmount; |
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uniform float3 _ThreshholdRGB; |
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uniform float3 _MidGrey; |
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struct v2f |
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{ |
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float4 pos : SV_POSITION; |
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float2 uv_screen : TEXCOORD0; |
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float4 uvRg : TEXCOORD1; |
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float2 uvB : TEXCOORD2; |
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}; |
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struct appdata_img2 |
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{ |
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float4 vertex : POSITION; |
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float2 texcoord : TEXCOORD0; |
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float2 texcoord1 : TEXCOORD1; |
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}; |
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inline float3 Overlay(float3 m, float3 color) { |
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color = saturate(color); |
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float3 check = step(float3(0.5,0.5,0.5), color.rgb); |
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float3 result = check * (float3(1,1,1) - ((float3(1,1,1) - 2*(color.rgb-0.5)) * (1-m.rgb))); |
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result += (1-check) * (2*color.rgb) * m.rgb; |
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return result; |
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} |
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v2f vert (appdata_img2 v) |
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{ |
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v2f o; |
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o.pos = UnityObjectToClipPos(v.vertex); |
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#if UNITY_UV_STARTS_AT_TOP |
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o.uv_screen = v.vertex.xyxy; |
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if (_MainTex_TexelSize.y < 0) |
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o.uv_screen.y = 1-o.uv_screen.y; |
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#else |
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o.uv_screen = v.vertex.xy; |
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#endif |
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o.uv_screen = UnityStereoTransformScreenSpaceTex(o.uv_screen); |
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// different tiling for 3 channels |
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o.uvRg = v.texcoord.xyxy + v.texcoord1.xyxy * _NoiseTilingPerChannel.rrgg * _NoiseTex_TexelSize.xyxy; |
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o.uvB = v.texcoord.xy + v.texcoord1.xy * _NoiseTilingPerChannel.bb * _NoiseTex_TexelSize.xy; |
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return o; |
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} |
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float4 frag ( v2f i ) : SV_Target |
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{ |
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float4 color = (tex2D (_MainTex, i.uv_screen.xy)); |
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// black & white intensities |
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float2 blackWhiteCurve = Luminance(color.rgb) - _MidGrey.x; // maybe tweak middle grey |
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blackWhiteCurve.xy = saturate(blackWhiteCurve.xy * _MidGrey.yz); //float2(1.0/0.8, -1.0/0.2)); |
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float finalIntensity = _NoiseAmount.x + max(0.0f, dot(_NoiseAmount.zy, blackWhiteCurve.xy)); |
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// fetching & scaling noise (COMPILER BUG WORKAROUND) |
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float3 m = float3(0,0,0); |
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m += (tex2D(_NoiseTex, i.uvRg.xy) * float4(1,0,0,0)).rgb; |
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m += (tex2D(_NoiseTex, i.uvRg.zw) * float4(0,1,0,0)).rgb; |
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m += (tex2D(_NoiseTex, i.uvB.xy) * float4(0,0,1,0)).rgb; |
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m = saturate(lerp(float3(0.5,0.5,0.5), m, _NoisePerChannel.rgb * float3(finalIntensity,finalIntensity,finalIntensity) )); |
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return float4(Overlay(m, color.rgb), color.a); |
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} |
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float4 fragTmp ( v2f i ) : SV_Target |
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{ |
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float4 color = (tex2D (_MainTex, i.uv_screen.xy)); |
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// black & white intensities |
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float2 blackWhiteCurve = Luminance(color.rgb) - _MidGrey.x; // maybe tweak middle grey |
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blackWhiteCurve.xy = saturate(blackWhiteCurve.xy * _MidGrey.yz); //float2(1.0/0.8, -1.0/0.2)); |
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float finalIntensity = _NoiseAmount.x + max(0.0f, dot(_NoiseAmount.zy, blackWhiteCurve.xy)); |
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// fetching & scaling noise (COMPILER BUG WORKAROUND) |
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float3 m = float3(0,0,0); |
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m += (tex2D(_NoiseTex, i.uvRg.xy) * float4(1,0,0,0)).rgb; |
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m += (tex2D(_NoiseTex, i.uvRg.zw) * float4(0,1,0,0)).rgb; |
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m += (tex2D(_NoiseTex, i.uvB.xy) * float4(0,0,1,0)).rgb; |
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m = saturate(lerp(float3(0.5,0.5,0.5), m, _NoisePerChannel.rgb * float3(finalIntensity,finalIntensity,finalIntensity))); |
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return float4(m.rgb, color.a); |
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} |
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float4 fragOverlayBlend ( v2f i ) : SV_Target |
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{ |
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float4 color = tex2D(_MainTex, i.uv_screen.xy); |
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float4 m = tex2D(_NoiseTex, i.uv_screen.xy); |
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return float4(Overlay(m, color.rgb), color.a); |
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} |
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ENDCG |
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SubShader { |
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ZTest Always Cull Off ZWrite Off Blend Off |
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Pass { |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment frag |
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ENDCG |
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} |
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Pass { |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment fragOverlayBlend |
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ENDCG |
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} |
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Pass { |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment fragTmp |
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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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