NoiseAndGrainDX11.shader 6.0 KB

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  1. // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
  2. Shader "Hidden/NoiseAndGrainDX11" {
  3. Properties {
  4. _MainTex ("Base (RGB)", 2D) = "white" {}
  5. _NoiseTex ("Noise (RGB)", 2D) = "white" {}
  6. }
  7. CGINCLUDE
  8. #include "UnityCG.cginc"
  9. sampler2D _MainTex;
  10. sampler2D _NoiseTex;
  11. float4 _NoiseTex_TexelSize;
  12. uniform float4 _MainTex_TexelSize;
  13. uniform float3 _NoisePerChannel;
  14. uniform float3 _NoiseTilingPerChannel;
  15. uniform float3 _NoiseAmount;
  16. uniform float3 _ThreshholdRGB;
  17. uniform float3 _MidGrey;
  18. uniform float _DX11NoiseTime;
  19. // DX11 noise helper functions, credit: rgba/iq
  20. int ihash(int n)
  21. {
  22. n = (n<<13)^n;
  23. return (n*(n*n*15731+789221)+1376312589) & 2147483647;
  24. }
  25. float frand(int n)
  26. {
  27. return ihash(n) / 2147483647.0;
  28. }
  29. float cellNoise1f(int3 p)
  30. {
  31. return frand(p.z*65536 + p.y*256 + p.x);//*2.0-1.0;
  32. }
  33. float3 cellNoise3f(int3 p)
  34. {
  35. int i = p.z*65536 + p.y*256 + p.x;
  36. return float3(frand(i), frand(i + 57), frand(i + 113));//*2.0-1.0;
  37. }
  38. struct v2f
  39. {
  40. float4 pos : SV_POSITION;
  41. float2 uv_screen : TEXCOORD0;
  42. float4 uvRg : TEXCOORD1;
  43. float2 uvB : TEXCOORD2;
  44. float2 uvOffsets : TEXCOORD4;
  45. };
  46. struct appdata_img2
  47. {
  48. float4 vertex : POSITION;
  49. float2 texcoord : TEXCOORD0;
  50. float2 texcoord1 : TEXCOORD1;
  51. };
  52. inline float3 Overlay(float3 m, float3 color) {
  53. float3 check = step(0.5, color.rgb);
  54. float3 result = check * (float3(1,1,1) - ((float3(1,1,1) - 2*(color.rgb-0.5)) * (1-m.rgb)));
  55. result += (1-check) * (2*color.rgb) * m.rgb;
  56. return result;
  57. }
  58. v2f vert (appdata_img2 v)
  59. {
  60. v2f o;
  61. o.pos = UnityObjectToClipPos (v.vertex);
  62. #if UNITY_UV_STARTS_AT_TOP
  63. o.uv_screen = v.vertex.xyxy;
  64. if (_MainTex_TexelSize.y < 0)
  65. o.uv_screen.y = 1-o.uv_screen.y;
  66. #else
  67. o.uv_screen = v.vertex.xy;
  68. #endif
  69. // different tiling for 3 channels
  70. o.uvRg = v.texcoord.xyxy + v.texcoord1.xyxy * _NoiseTilingPerChannel.rrgg * _NoiseTex_TexelSize.xyxy;
  71. o.uvB = v.texcoord.xy + v.texcoord1.xy * _NoiseTilingPerChannel.bb * _NoiseTex_TexelSize.xy;
  72. o.uvOffsets = v.texcoord.xy;
  73. return o;
  74. }
  75. float4 fragDX11 ( v2f i ) : SV_Target
  76. {
  77. float4 color = saturate(tex2D (_MainTex, i.uv_screen.xy));
  78. // black & white intensities
  79. float2 blackWhiteCurve = Luminance(color.rgb) - _MidGrey.x; // maybe tweak middle grey
  80. blackWhiteCurve.xy = saturate(blackWhiteCurve.xy * _MidGrey.yz); //float2(1.0/0.8, -1.0/0.2));
  81. float finalIntensity = _NoiseAmount.x + max(0.0f, dot(_NoiseAmount.zy, blackWhiteCurve.xy));
  82. float3 m = cellNoise3f(float3( (i.uv_screen.xy + i.uvOffsets) * _MainTex_TexelSize.zw, _DX11NoiseTime));
  83. m = saturate(lerp(float3(0.5,0.5,0.5), m, _NoisePerChannel.rgb * finalIntensity));
  84. return float4(Overlay(m, color.rgb), color.a);
  85. }
  86. float4 fragDX11Monochrome ( v2f i ) : SV_Target
  87. {
  88. float4 color = saturate(tex2D (_MainTex, i.uv_screen.xy));
  89. // black & white intensities
  90. float2 blackWhiteCurve = Luminance(color.rgb) - _MidGrey.x; // maybe tweak middle grey
  91. blackWhiteCurve.xy = saturate(blackWhiteCurve.xy * _MidGrey.yz); //float2(1.0/0.8, -1.0/0.2));
  92. float finalIntensity = _NoiseAmount.x + max(0.0f, dot(_NoiseAmount.zy, blackWhiteCurve.xy));
  93. float3 m = cellNoise1f(float3( (i.uv_screen.xy + i.uvOffsets) * _MainTex_TexelSize.zw, _DX11NoiseTime));
  94. m = saturate(lerp(float3(0.5,0.5,0.5), m, finalIntensity));
  95. return float4(Overlay(m, color.rgb), color.a);
  96. }
  97. float4 fragDX11Tmp ( v2f i ) : SV_Target
  98. {
  99. float4 color = saturate(tex2D (_MainTex, i.uv_screen.xy));
  100. // black & white intensities
  101. float2 blackWhiteCurve = Luminance(color.rgb) - _MidGrey.x; // maybe tweak middle grey
  102. blackWhiteCurve.xy = saturate(blackWhiteCurve.xy * _MidGrey.yz); //float2(1.0/0.8, -1.0/0.2));
  103. float finalIntensity = _NoiseAmount.x + max(0.0f, dot(_NoiseAmount.zy, blackWhiteCurve.xy));
  104. float3 m = cellNoise3f(float3( (i.uv_screen.xy + i.uvOffsets) * _MainTex_TexelSize.zw, _DX11NoiseTime));
  105. m = saturate(lerp(float3(0.5,0.5,0.5), m, _NoisePerChannel.rgb * finalIntensity));
  106. return float4(m.rgb, color.a);
  107. }
  108. float4 fragDX11MonochromeTmp ( v2f i ) : SV_Target
  109. {
  110. float4 color = saturate(tex2D (_MainTex, i.uv_screen.xy));
  111. // black & white intensities
  112. float2 blackWhiteCurve = Luminance(color.rgb) - _MidGrey.x; // maybe tweak middle grey
  113. blackWhiteCurve.xy = saturate(blackWhiteCurve.xy * _MidGrey.yz); //float2(1.0/0.8, -1.0/0.2));
  114. float finalIntensity = _NoiseAmount.x + max(0.0f, dot(_NoiseAmount.zy, blackWhiteCurve.xy));
  115. float3 m = cellNoise1f(float3( (i.uv_screen.xy + i.uvOffsets) * _MainTex_TexelSize.zw, _DX11NoiseTime));
  116. m = saturate(lerp(float3(0.5,0.5,0.5), m, finalIntensity));
  117. return float4(m.rgb, color.a);
  118. }
  119. float4 fragOverlayBlend ( v2f i ) : SV_Target
  120. {
  121. float4 color = saturate(tex2D (_MainTex, i.uv_screen.xy));
  122. float4 m = saturate(tex2D (_NoiseTex, i.uv_screen.xy));
  123. return float4(Overlay(m, color.rgb), color.a);
  124. }
  125. ENDCG
  126. SubShader {
  127. ZTest Always Cull Off ZWrite Off Blend Off
  128. Pass {
  129. CGPROGRAM
  130. #pragma exclude_renderers gles xbox360 ps3 d3d9
  131. #pragma target 5.0
  132. #pragma vertex vert
  133. #pragma fragment fragDX11
  134. ENDCG
  135. }
  136. Pass {
  137. CGPROGRAM
  138. #pragma exclude_renderers gles xbox360 ps3 d3d9
  139. #pragma target 5.0
  140. #pragma vertex vert
  141. #pragma fragment fragDX11Monochrome
  142. ENDCG
  143. }
  144. Pass {
  145. CGPROGRAM
  146. #pragma exclude_renderers gles xbox360 ps3 d3d9
  147. #pragma target 5.0
  148. #pragma vertex vert
  149. #pragma fragment fragDX11Tmp
  150. ENDCG
  151. }
  152. Pass {
  153. CGPROGRAM
  154. #pragma exclude_renderers gles xbox360 ps3 d3d9
  155. #pragma target 5.0
  156. #pragma vertex vert
  157. #pragma fragment fragDX11MonochromeTmp
  158. ENDCG
  159. }
  160. Pass {
  161. CGPROGRAM
  162. #pragma exclude_renderers gles xbox360 ps3 d3d9
  163. #pragma target 5.0
  164. #pragma vertex vert
  165. #pragma fragment fragOverlayBlend
  166. ENDCG
  167. }
  168. }
  169. FallBack Off
  170. }