| | |
| | | Shader "Hidden/Post FX/Grain Generator" |
| | | { |
| | | CGINCLUDE |
| | | |
| | | #pragma exclude_renderers d3d11_9x |
| | | #pragma target 3.0 |
| | | #include "UnityCG.cginc" |
| | | #include "Common.cginc" |
| | | |
| | | float _Phase; |
| | | |
| | | // Implementation based on Timothy Lottes' "Large Grain" |
| | | // Reference code: https://www.shadertoy.com/view/4sSXDW |
| | | // Other article of interest: http://devlog-martinsh.blogspot.fr/2013/05/image-imperfections-and-film-grain-post.html |
| | | float Noise(float2 n, float x) |
| | | { |
| | | n += x; |
| | | return frac(sin(dot(n.xy, float2(12.9898, 78.233))) * 43758.5453); |
| | | } |
| | | |
| | | float Step1(float2 uv, float n) |
| | | { |
| | | float b = 2.0, c = -12.0; |
| | | return (1.0 / (4.0 + b * 4.0 + abs(c))) * ( |
| | | Noise(uv + float2(-1.0, -1.0), n) + |
| | | Noise(uv + float2( 0.0, -1.0), n) * b + |
| | | Noise(uv + float2( 1.0, -1.0), n) + |
| | | Noise(uv + float2(-1.0, 0.0), n) * b + |
| | | Noise(uv + float2( 0.0, 0.0), n) * c + |
| | | Noise(uv + float2( 1.0, 0.0), n) * b + |
| | | Noise(uv + float2(-1.0, 1.0), n) + |
| | | Noise(uv + float2( 0.0, 1.0), n) * b + |
| | | Noise(uv + float2( 1.0, 1.0), n) |
| | | ); |
| | | } |
| | | |
| | | float Step2(float2 uv, float n) |
| | | { |
| | | float b = 2.0, c = 4.0; |
| | | return (1.0 / (4.0 + b * 4.0 + abs(c))) * ( |
| | | Step1(uv + float2(-1.0, -1.0), n) + |
| | | Step1(uv + float2( 0.0, -1.0), n) * b + |
| | | Step1(uv + float2( 1.0, -1.0), n) + |
| | | Step1(uv + float2(-1.0, 0.0), n) * b + |
| | | Step1(uv + float2( 0.0, 0.0), n) * c + |
| | | Step1(uv + float2( 1.0, 0.0), n) * b + |
| | | Step1(uv + float2(-1.0, 1.0), n) + |
| | | Step1(uv + float2( 0.0, 1.0), n) * b + |
| | | Step1(uv + float2( 1.0, 1.0), n) |
| | | ); |
| | | } |
| | | |
| | | float Step3BW(float2 uv) |
| | | { |
| | | return Step2(uv, frac(_Phase)); |
| | | } |
| | | |
| | | float3 Step3(float2 uv) |
| | | { |
| | | float a = Step2(uv, 0.07 * frac(_Phase)); |
| | | float b = Step2(uv, 0.11 * frac(_Phase)); |
| | | float c = Step2(uv, 0.13 * frac(_Phase)); |
| | | return float3(a, b, c); |
| | | } |
| | | |
| | | float4 FragGrain(VaryingsDefault i) : SV_Target |
| | | { |
| | | float grain = Step3BW(i.uv * float2(192.0, 192.0)); |
| | | return float4(grain.xxx, 1.0); |
| | | } |
| | | |
| | | float4 FragGrainColored(VaryingsDefault i) : SV_Target |
| | | { |
| | | float3 grain = Step3(i.uv * float2(192.0, 192.0)); |
| | | return float4(grain, 1.0); |
| | | } |
| | | |
| | | ENDCG |
| | | |
| | | SubShader |
| | | { |
| | | Cull Off ZWrite Off ZTest Always |
| | | |
| | | Pass |
| | | { |
| | | CGPROGRAM |
| | | |
| | | #pragma vertex VertDefault |
| | | #pragma fragment FragGrain |
| | | |
| | | ENDCG |
| | | } |
| | | |
| | | Pass |
| | | { |
| | | CGPROGRAM |
| | | |
| | | #pragma vertex VertDefault |
| | | #pragma fragment FragGrainColored |
| | | |
| | | ENDCG |
| | | } |
| | | } |
| | | } |
| | | Shader "Hidden/Post FX/Grain Generator"
|
| | | {
|
| | | CGINCLUDE
|
| | | |
| | | #pragma exclude_renderers d3d11_9x
|
| | | #pragma target 3.0
|
| | | #include "UnityCG.cginc"
|
| | | #include "Common.cginc"
|
| | |
|
| | | float _Phase;
|
| | |
|
| | | // Implementation based on Timothy Lottes' "Large Grain"
|
| | | // Reference code: https://www.shadertoy.com/view/4sSXDW
|
| | | // Other article of interest: http://devlog-martinsh.blogspot.fr/2013/05/image-imperfections-and-film-grain-post.html
|
| | | float Noise(float2 n, float x)
|
| | | {
|
| | | n += x;
|
| | | return frac(sin(dot(n.xy, float2(12.9898, 78.233))) * 43758.5453);
|
| | | }
|
| | |
|
| | | float Step1(float2 uv, float n)
|
| | | {
|
| | | float b = 2.0, c = -12.0;
|
| | | return (1.0 / (4.0 + b * 4.0 + abs(c))) * (
|
| | | Noise(uv + float2(-1.0, -1.0), n) +
|
| | | Noise(uv + float2( 0.0, -1.0), n) * b +
|
| | | Noise(uv + float2( 1.0, -1.0), n) +
|
| | | Noise(uv + float2(-1.0, 0.0), n) * b +
|
| | | Noise(uv + float2( 0.0, 0.0), n) * c +
|
| | | Noise(uv + float2( 1.0, 0.0), n) * b +
|
| | | Noise(uv + float2(-1.0, 1.0), n) +
|
| | | Noise(uv + float2( 0.0, 1.0), n) * b +
|
| | | Noise(uv + float2( 1.0, 1.0), n)
|
| | | );
|
| | | }
|
| | |
|
| | | float Step2(float2 uv, float n)
|
| | | {
|
| | | float b = 2.0, c = 4.0;
|
| | | return (1.0 / (4.0 + b * 4.0 + abs(c))) * (
|
| | | Step1(uv + float2(-1.0, -1.0), n) +
|
| | | Step1(uv + float2( 0.0, -1.0), n) * b +
|
| | | Step1(uv + float2( 1.0, -1.0), n) +
|
| | | Step1(uv + float2(-1.0, 0.0), n) * b +
|
| | | Step1(uv + float2( 0.0, 0.0), n) * c +
|
| | | Step1(uv + float2( 1.0, 0.0), n) * b +
|
| | | Step1(uv + float2(-1.0, 1.0), n) +
|
| | | Step1(uv + float2( 0.0, 1.0), n) * b +
|
| | | Step1(uv + float2( 1.0, 1.0), n)
|
| | | );
|
| | | }
|
| | |
|
| | | float Step3BW(float2 uv)
|
| | | {
|
| | | return Step2(uv, frac(_Phase));
|
| | | }
|
| | |
|
| | | float3 Step3(float2 uv)
|
| | | {
|
| | | float a = Step2(uv, 0.07 * frac(_Phase));
|
| | | float b = Step2(uv, 0.11 * frac(_Phase));
|
| | | float c = Step2(uv, 0.13 * frac(_Phase));
|
| | | return float3(a, b, c);
|
| | | }
|
| | |
|
| | | float4 FragGrain(VaryingsDefault i) : SV_Target
|
| | | {
|
| | | float grain = Step3BW(i.uv * float2(192.0, 192.0));
|
| | | return float4(grain.xxx, 1.0);
|
| | | }
|
| | |
|
| | | float4 FragGrainColored(VaryingsDefault i) : SV_Target
|
| | | {
|
| | | float3 grain = Step3(i.uv * float2(192.0, 192.0));
|
| | | return float4(grain, 1.0);
|
| | | }
|
| | |
|
| | | ENDCG
|
| | |
|
| | | SubShader
|
| | | {
|
| | | Cull Off ZWrite Off ZTest Always
|
| | |
|
| | | Pass
|
| | | {
|
| | | CGPROGRAM
|
| | |
|
| | | #pragma vertex VertDefault
|
| | | #pragma fragment FragGrain
|
| | |
|
| | | ENDCG
|
| | | }
|
| | |
|
| | | Pass
|
| | | {
|
| | | CGPROGRAM
|
| | |
|
| | | #pragma vertex VertDefault
|
| | | #pragma fragment FragGrainColored
|
| | |
|
| | | ENDCG
|
| | | }
|
| | | }
|
| | | }
|