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
+        }
+    }
+}

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