NoiseAndGrain.shader 3.9 KB

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  1. // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
  2. Shader "Hidden/NoiseAndGrain" {
  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. struct v2f
  19. {
  20. float4 pos : SV_POSITION;
  21. float2 uv_screen : TEXCOORD0;
  22. float4 uvRg : TEXCOORD1;
  23. float2 uvB : TEXCOORD2;
  24. };
  25. struct appdata_img2
  26. {
  27. float4 vertex : POSITION;
  28. float2 texcoord : TEXCOORD0;
  29. float2 texcoord1 : TEXCOORD1;
  30. };
  31. inline float3 Overlay(float3 m, float3 color) {
  32. color = saturate(color);
  33. float3 check = step(float3(0.5,0.5,0.5), color.rgb);
  34. float3 result = check * (float3(1,1,1) - ((float3(1,1,1) - 2*(color.rgb-0.5)) * (1-m.rgb)));
  35. result += (1-check) * (2*color.rgb) * m.rgb;
  36. return result;
  37. }
  38. v2f vert (appdata_img2 v)
  39. {
  40. v2f o;
  41. o.pos = UnityObjectToClipPos (v.vertex);
  42. #if UNITY_UV_STARTS_AT_TOP
  43. o.uv_screen = v.vertex.xyxy;
  44. if (_MainTex_TexelSize.y < 0)
  45. o.uv_screen.y = 1-o.uv_screen.y;
  46. #else
  47. o.uv_screen = v.vertex.xy;
  48. #endif
  49. // different tiling for 3 channels
  50. o.uvRg = v.texcoord.xyxy + v.texcoord1.xyxy * _NoiseTilingPerChannel.rrgg * _NoiseTex_TexelSize.xyxy;
  51. o.uvB = v.texcoord.xy + v.texcoord1.xy * _NoiseTilingPerChannel.bb * _NoiseTex_TexelSize.xy;
  52. return o;
  53. }
  54. float4 frag ( v2f i ) : SV_Target
  55. {
  56. float4 color = (tex2D (_MainTex, i.uv_screen.xy));
  57. // black & white intensities
  58. float2 blackWhiteCurve = Luminance(color.rgb) - _MidGrey.x; // maybe tweak middle grey
  59. blackWhiteCurve.xy = saturate(blackWhiteCurve.xy * _MidGrey.yz); //float2(1.0/0.8, -1.0/0.2));
  60. float finalIntensity = _NoiseAmount.x + max(0.0f, dot(_NoiseAmount.zy, blackWhiteCurve.xy));
  61. // fetching & scaling noise (COMPILER BUG WORKAROUND)
  62. float3 m = float3(0,0,0);
  63. m += (tex2D(_NoiseTex, i.uvRg.xy) * float4(1,0,0,0)).rgb;
  64. m += (tex2D(_NoiseTex, i.uvRg.zw) * float4(0,1,0,0)).rgb;
  65. m += (tex2D(_NoiseTex, i.uvB.xy) * float4(0,0,1,0)).rgb;
  66. m = saturate(lerp(float3(0.5,0.5,0.5), m, _NoisePerChannel.rgb * float3(finalIntensity,finalIntensity,finalIntensity) ));
  67. return float4(Overlay(m, color.rgb), color.a);
  68. }
  69. float4 fragTmp ( v2f i ) : SV_Target
  70. {
  71. float4 color = (tex2D (_MainTex, i.uv_screen.xy));
  72. // black & white intensities
  73. float2 blackWhiteCurve = Luminance(color.rgb) - _MidGrey.x; // maybe tweak middle grey
  74. blackWhiteCurve.xy = saturate(blackWhiteCurve.xy * _MidGrey.yz); //float2(1.0/0.8, -1.0/0.2));
  75. float finalIntensity = _NoiseAmount.x + max(0.0f, dot(_NoiseAmount.zy, blackWhiteCurve.xy));
  76. // fetching & scaling noise (COMPILER BUG WORKAROUND)
  77. float3 m = float3(0,0,0);
  78. m += (tex2D(_NoiseTex, i.uvRg.xy) * float4(1,0,0,0)).rgb;
  79. m += (tex2D(_NoiseTex, i.uvRg.zw) * float4(0,1,0,0)).rgb;
  80. m += (tex2D(_NoiseTex, i.uvB.xy) * float4(0,0,1,0)).rgb;
  81. m = saturate(lerp(float3(0.5,0.5,0.5), m, _NoisePerChannel.rgb * float3(finalIntensity,finalIntensity,finalIntensity)));
  82. return float4(m.rgb, color.a);
  83. }
  84. float4 fragOverlayBlend ( v2f i ) : SV_Target
  85. {
  86. float4 color = tex2D(_MainTex, i.uv_screen.xy);
  87. float4 m = tex2D(_NoiseTex, i.uv_screen.xy);
  88. return float4(Overlay(m, color.rgb), color.a);
  89. }
  90. ENDCG
  91. SubShader {
  92. ZTest Always Cull Off ZWrite Off Blend Off
  93. Pass {
  94. CGPROGRAM
  95. #pragma vertex vert
  96. #pragma fragment frag
  97. ENDCG
  98. }
  99. Pass {
  100. CGPROGRAM
  101. #pragma vertex vert
  102. #pragma fragment fragOverlayBlend
  103. ENDCG
  104. }
  105. Pass {
  106. CGPROGRAM
  107. #pragma vertex vert
  108. #pragma fragment fragTmp
  109. ENDCG
  110. }
  111. }
  112. FallBack Off
  113. }