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