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- // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
- Shader "Hidden/NoiseAndGrain" {
- Properties {
- _MainTex ("Base (RGB)", 2D) = "white" {}
- _NoiseTex ("Noise (RGB)", 2D) = "white" {}
- }
-
- CGINCLUDE
- #include "UnityCG.cginc"
- sampler2D _MainTex;
- sampler2D _NoiseTex;
- float4 _NoiseTex_TexelSize;
-
- uniform float4 _MainTex_TexelSize;
- uniform float3 _NoisePerChannel;
- uniform float3 _NoiseTilingPerChannel;
- uniform float3 _NoiseAmount;
- uniform float3 _ThreshholdRGB;
- uniform float3 _MidGrey;
-
- struct v2f
- {
- float4 pos : SV_POSITION;
- float2 uv_screen : TEXCOORD0;
- float4 uvRg : TEXCOORD1;
- float2 uvB : TEXCOORD2;
- };
-
- struct appdata_img2
- {
- float4 vertex : POSITION;
- float2 texcoord : TEXCOORD0;
- float2 texcoord1 : TEXCOORD1;
- };
- inline float3 Overlay(float3 m, float3 color) {
- color = saturate(color);
- float3 check = step(float3(0.5,0.5,0.5), color.rgb);
- float3 result = check * (float3(1,1,1) - ((float3(1,1,1) - 2*(color.rgb-0.5)) * (1-m.rgb)));
- result += (1-check) * (2*color.rgb) * m.rgb;
- return result;
- }
-
- v2f vert (appdata_img2 v)
- {
- v2f o;
-
- o.pos = UnityObjectToClipPos (v.vertex);
-
- #if UNITY_UV_STARTS_AT_TOP
- o.uv_screen = v.vertex.xyxy;
- if (_MainTex_TexelSize.y < 0)
- o.uv_screen.y = 1-o.uv_screen.y;
- #else
- o.uv_screen = v.vertex.xy;
- #endif
-
- // different tiling for 3 channels
- o.uvRg = v.texcoord.xyxy + v.texcoord1.xyxy * _NoiseTilingPerChannel.rrgg * _NoiseTex_TexelSize.xyxy;
- o.uvB = v.texcoord.xy + v.texcoord1.xy * _NoiseTilingPerChannel.bb * _NoiseTex_TexelSize.xy;
- return o;
- }
- float4 frag ( v2f i ) : SV_Target
- {
- float4 color = (tex2D (_MainTex, i.uv_screen.xy));
-
- // black & white intensities
- float2 blackWhiteCurve = Luminance(color.rgb) - _MidGrey.x; // maybe tweak middle grey
- blackWhiteCurve.xy = saturate(blackWhiteCurve.xy * _MidGrey.yz); //float2(1.0/0.8, -1.0/0.2));
- float finalIntensity = _NoiseAmount.x + max(0.0f, dot(_NoiseAmount.zy, blackWhiteCurve.xy));
-
- // fetching & scaling noise (COMPILER BUG WORKAROUND)
- float3 m = float3(0,0,0);
- m += (tex2D(_NoiseTex, i.uvRg.xy) * float4(1,0,0,0)).rgb;
- m += (tex2D(_NoiseTex, i.uvRg.zw) * float4(0,1,0,0)).rgb;
- m += (tex2D(_NoiseTex, i.uvB.xy) * float4(0,0,1,0)).rgb;
- m = saturate(lerp(float3(0.5,0.5,0.5), m, _NoisePerChannel.rgb * float3(finalIntensity,finalIntensity,finalIntensity) ));
- return float4(Overlay(m, color.rgb), color.a);
- }
- float4 fragTmp ( v2f i ) : SV_Target
- {
- float4 color = (tex2D (_MainTex, i.uv_screen.xy));
-
- // black & white intensities
- float2 blackWhiteCurve = Luminance(color.rgb) - _MidGrey.x; // maybe tweak middle grey
- blackWhiteCurve.xy = saturate(blackWhiteCurve.xy * _MidGrey.yz); //float2(1.0/0.8, -1.0/0.2));
- float finalIntensity = _NoiseAmount.x + max(0.0f, dot(_NoiseAmount.zy, blackWhiteCurve.xy));
-
- // fetching & scaling noise (COMPILER BUG WORKAROUND)
- float3 m = float3(0,0,0);
- m += (tex2D(_NoiseTex, i.uvRg.xy) * float4(1,0,0,0)).rgb;
- m += (tex2D(_NoiseTex, i.uvRg.zw) * float4(0,1,0,0)).rgb;
- m += (tex2D(_NoiseTex, i.uvB.xy) * float4(0,0,1,0)).rgb;
- m = saturate(lerp(float3(0.5,0.5,0.5), m, _NoisePerChannel.rgb * float3(finalIntensity,finalIntensity,finalIntensity)));
- return float4(m.rgb, color.a);
- }
- float4 fragOverlayBlend ( v2f i ) : SV_Target
- {
- float4 color = tex2D(_MainTex, i.uv_screen.xy);
- float4 m = tex2D(_NoiseTex, i.uv_screen.xy);
-
- return float4(Overlay(m, color.rgb), color.a);
- }
-
- ENDCG
-
- SubShader {
- ZTest Always Cull Off ZWrite Off Blend Off
-
- Pass {
-
- CGPROGRAM
-
- #pragma vertex vert
- #pragma fragment frag
-
- ENDCG
-
- }
- Pass {
-
- CGPROGRAM
-
- #pragma vertex vert
- #pragma fragment fragOverlayBlend
-
- ENDCG
-
- }
- Pass {
-
- CGPROGRAM
-
- #pragma vertex vert
- #pragma fragment fragTmp
-
- ENDCG
-
- }
- }
- FallBack Off
- }
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