NoiseEffectShaderRGB.shader 1.4 KB

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  1. // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
  2. Shader "Hidden/Noise Shader RGB" {
  3. Properties {
  4. _MainTex ("Base (RGB)", 2D) = "white" {}
  5. _GrainTex ("Base (RGB)", 2D) = "gray" {}
  6. _ScratchTex ("Base (RGB)", 2D) = "gray" {}
  7. }
  8. SubShader {
  9. Pass {
  10. ZTest Always Cull Off ZWrite Off
  11. CGPROGRAM
  12. #pragma vertex vert
  13. #pragma fragment frag
  14. #include "UnityCG.cginc"
  15. struct v2f {
  16. float4 pos : SV_POSITION;
  17. float2 uv : TEXCOORD0;
  18. float2 uvg : TEXCOORD1; // grain
  19. float2 uvs : TEXCOORD2; // scratch
  20. };
  21. uniform sampler2D _MainTex;
  22. uniform sampler2D _GrainTex;
  23. uniform sampler2D _ScratchTex;
  24. uniform float4 _GrainOffsetScale;
  25. uniform float4 _ScratchOffsetScale;
  26. uniform fixed4 _Intensity; // x=grain, y=scratch
  27. v2f vert (appdata_img v)
  28. {
  29. v2f o;
  30. o.pos = UnityObjectToClipPos (v.vertex);
  31. o.uv = MultiplyUV (UNITY_MATRIX_TEXTURE0, v.texcoord);
  32. o.uvg = v.texcoord.xy * _GrainOffsetScale.zw + _GrainOffsetScale.xy;
  33. o.uvs = v.texcoord.xy * _ScratchOffsetScale.zw + _ScratchOffsetScale.xy;
  34. return o;
  35. }
  36. fixed4 frag (v2f i) : SV_Target
  37. {
  38. fixed4 col = tex2D(_MainTex, i.uv);
  39. // sample noise texture and do a signed add
  40. fixed3 grain = tex2D(_GrainTex, i.uvg).rgb * 2 - 1;
  41. col.rgb += grain * _Intensity.x;
  42. // sample scratch texture and do a signed add
  43. fixed3 scratch = tex2D(_ScratchTex, i.uvs).rgb * 2 - 1;
  44. col.rgb += scratch * _Intensity.y;
  45. return col;
  46. }
  47. ENDCG
  48. }
  49. }
  50. Fallback off
  51. }