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64 lines
1.4 KiB
64 lines
1.4 KiB
Shader "Hidden/Noise Shader RGB" { |
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Properties { |
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_MainTex ("Base (RGB)", 2D) = "white" {} |
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_GrainTex ("Base (RGB)", 2D) = "gray" {} |
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_ScratchTex ("Base (RGB)", 2D) = "gray" {} |
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} |
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SubShader { |
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Pass { |
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ZTest Always Cull Off ZWrite Off |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment frag |
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#include "UnityCG.cginc" |
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struct v2f { |
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float4 pos : SV_POSITION; |
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float2 uv : TEXCOORD0; |
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float2 uvg : TEXCOORD1; // grain |
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float2 uvs : TEXCOORD2; // scratch |
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}; |
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uniform sampler2D _MainTex; |
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uniform sampler2D _GrainTex; |
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uniform sampler2D _ScratchTex; |
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uniform float4 _GrainOffsetScale; |
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uniform float4 _ScratchOffsetScale; |
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uniform fixed4 _Intensity; // x=grain, y=scratch |
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half4 _MainTex_ST; |
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v2f vert (appdata_img v) |
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{ |
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v2f o; |
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o.pos = UnityObjectToClipPos(v.vertex); |
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o.uv = UnityStereoScreenSpaceUVAdjust(MultiplyUV (UNITY_MATRIX_TEXTURE0, v.texcoord), _MainTex_ST); |
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o.uvg = v.texcoord.xy * _GrainOffsetScale.zw + _GrainOffsetScale.xy; |
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o.uvs = v.texcoord.xy * _ScratchOffsetScale.zw + _ScratchOffsetScale.xy; |
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return o; |
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} |
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fixed4 frag (v2f i) : SV_Target |
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{ |
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fixed4 col = tex2D(_MainTex, i.uv); |
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// sample noise texture and do a signed add |
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fixed3 grain = tex2D(_GrainTex, i.uvg).rgb * 2 - 1; |
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col.rgb += grain * _Intensity.x; |
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// sample scratch texture and do a signed add |
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fixed3 scratch = tex2D(_ScratchTex, i.uvs).rgb * 2 - 1; |
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col.rgb += scratch * _Intensity.y; |
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return col; |
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} |
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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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