From a10eea6e4ce647061813519d5b0ea496f29495b9 Mon Sep 17 00:00:00 2001
From: leonard Wu <364452445@qq.com>
Date: 星期四, 09 八月 2018 09:47:08 +0800
Subject: [PATCH] 同步最新svn内容
---
Assets/Plugins/PostProcessing/Resources/Shaders/GrainGen.shader | 208 ++++++++++++++++++++++++++--------------------------
1 files changed, 104 insertions(+), 104 deletions(-)
diff --git a/Assets/Plugins/PostProcessing/Resources/Shaders/GrainGen.shader b/Assets/Plugins/PostProcessing/Resources/Shaders/GrainGen.shader
index 0c1bc81..b7aba3a 100644
--- a/Assets/Plugins/PostProcessing/Resources/Shaders/GrainGen.shader
+++ b/Assets/Plugins/PostProcessing/Resources/Shaders/GrainGen.shader
@@ -1,104 +1,104 @@
-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
+ }
+ }
+}
--
Gitblit v1.8.0