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CrowdControl/Assets/Top Down/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/NoiseAndGrain.shader

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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;
#if SHADER_API_D3D9 || SHADER_API_XBOX360 || SHADER_API_D3D11
uniform half4 _MainTex_TexelSize;
#endif
uniform half3 _NoisePerChannel;
uniform half3 _NoiseTilingPerChannel;
uniform half3 _NoiseAmount;
struct v2f {
float4 pos : SV_POSITION;
half2 uv : TEXCOORD0;
half2 uv2 : TEXCOORD1;
#if SHADER_API_D3D9 || SHADER_API_XBOX360 || SHADER_API_D3D11
half4 uv_screen : TEXCOORD2;
#else
half2 uv_screen : TEXCOORD2;
#endif
};
struct appdata_img2 {
float4 vertex : POSITION;
half2 texcoord : TEXCOORD0;
half2 texcoord1 : TEXCOORD1;
};
v2f vert (appdata_img2 v)
{
v2f o;
o.pos = UnityObjectToClipPos (v.vertex);
o.uv = v.texcoord.xy;
o.uv2 = v.texcoord1.xy;
#if SHADER_API_D3D9 || SHADER_API_XBOX360 || SHADER_API_D3D11
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
return o;
}
half4 frag ( v2f i ) : COLOR
{
half4 color = tex2D (_MainTex, i.uv_screen.xy);
// curves
half2 blackWhiteCurve = half2(saturate(Luminance(color.rgb)), saturate(1.0-saturate(Luminance(color.rgb))));
blackWhiteCurve *= blackWhiteCurve;
half blackWhiteIntensity = _NoiseAmount.z * (blackWhiteCurve.x) + _NoiseAmount.y * saturate(blackWhiteCurve.y);
// overlay noise mask
half3 m = half3(0.0, 0.0, 0.0);
m.r = tex2D(_NoiseTex, i.uv.xy + i.uv2.xy*_NoiseTex_TexelSize.xy*_NoiseTilingPerChannel.r).r;
m.g = tex2D(_NoiseTex, i.uv.xy + i.uv2.xy*_NoiseTex_TexelSize.xy*_NoiseTilingPerChannel.g).g;
m.b = tex2D(_NoiseTex, i.uv.xy + i.uv2.xy*_NoiseTex_TexelSize.xy*_NoiseTilingPerChannel.b).b;
m = m * 2 - 1;
m *= _NoisePerChannel.rgb * color.rgb * (_NoiseAmount.x) * blackWhiteIntensity;
m = m * 0.5 + 0.5;
color.rgb = saturate(color.rgb) * 255.0;
m = saturate(m) * 255.0;
// overlay blend mode
color.rgb = (color.rgb/255.0) * (color.rgb + ((2*m)/(255.0)) * (255.0-color.rgb));
color.rgb /= 255.0;
return color;
}
ENDCG
SubShader {
ZTest Always Cull Off ZWrite Off Blend Off
Fog { Mode off }
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
ENDCG
}
}
FallBack Off
}