1 Shader "Hidden/NoiseAndGrain" {
2 Properties {
3 _MainTex ("Base (RGB)", 2D) = "white" {}
4 _NoiseTex ("Noise (RGB)", 2D) = "white" {}
5 }
6
7 CGINCLUDE
8
9 #include "UnityCG.cginc"
10
11 sampler2D _MainTex;
12 sampler2D _NoiseTex;
13 float4 _NoiseTex_TexelSize;
14
15 uniform float4 _MainTex_TexelSize;
16
17 uniform float3 _NoisePerChannel;
18 uniform float3 _NoiseTilingPerChannel;
19 uniform float3 _NoiseAmount;
20 uniform float3 _ThreshholdRGB;
21 uniform float3 _MidGrey;
22
23 struct v2f
24 {
25 float4 pos : SV_POSITION;
26 float2 uv_screen : TEXCOORD0;
27 float4 uvRg : TEXCOORD1;
28 float2 uvB : TEXCOORD2;
29 };
30
31 struct appdata_img2
32 {
33 float4 vertex : POSITION;
34 float2 texcoord : TEXCOORD0;
35 float2 texcoord1 : TEXCOORD1;
36 };
37
38 inline float3 Overlay(float3 m, float3 color) {
39 color = saturate(color);
40 float3 check = step(float3(0.5,0.5,0.5), color.rgb);
41 float3 result = check * (float3(1,1,1) - ((float3(1,1,1) - 2*(color.rgb-0.5)) * (1-m.rgb)));
42 result += (1-check) * (2*color.rgb) * m.rgb;
43 return result;
44 }
45
46 v2f vert (appdata_img2 v)
47 {
48 v2f o;
49
50 o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
51
52 #if UNITY_UV_STARTS_AT_TOP
53 o.uv_screen = v.vertex.xyxy;
54 if (_MainTex_TexelSize.y < 0)
55 o.uv_screen.y = 1-o.uv_screen.y;
56 #else
57 o.uv_screen = v.vertex.xy;
58 #endif
59
60 // different tiling for 3 channels
61 o.uvRg = v.texcoord.xyxy + v.texcoord1.xyxy * _NoiseTilingPerChannel.rrgg * _NoiseTex_TexelSize.xyxy;
62 o.uvB = v.texcoord.xy + v.texcoord1.xy * _NoiseTilingPerChannel.bb * _NoiseTex_TexelSize.xy;
63
64 return o;
65 }
66
67 float4 frag ( v2f i ) : SV_Target
68 {
69 float4 color = (tex2D (_MainTex, i.uv_screen.xy));
70
71 // black & white intensities
72 float2 blackWhiteCurve = Luminance(color.rgb) - _MidGrey.x; // maybe tweak middle grey
73 blackWhiteCurve.xy = saturate(blackWhiteCurve.xy * _MidGrey.yz); //float2(1.0/0.8, -1.0/0.2));
74
75 float finalIntensity = _NoiseAmount.x + max(0.0f, dot(_NoiseAmount.zy, blackWhiteCurve.xy));
76
77 // fetching & scaling noise (COMPILER BUG WORKAROUND)
78 float3 m = float3(0,0,0);
79 m += (tex2D(_NoiseTex, i.uvRg.xy) * float4(1,0,0,0)).rgb;
80 m += (tex2D(_NoiseTex, i.uvRg.zw) * float4(0,1,0,0)).rgb;
81 m += (tex2D(_NoiseTex, i.uvB.xy) * float4(0,0,1,0)).rgb;
82
83 m = saturate(lerp(float3(0.5,0.5,0.5), m, _NoisePerChannel.rgb * float3(finalIntensity,finalIntensity,finalIntensity) ));
84
85 return float4(Overlay(m, color.rgb), color.a);
86 }
87
88 float4 fragTmp ( v2f i ) : SV_Target
89 {
90 float4 color = (tex2D (_MainTex, i.uv_screen.xy));
91
92 // black & white intensities
93 float2 blackWhiteCurve = Luminance(color.rgb) - _MidGrey.x; // maybe tweak middle grey
94 blackWhiteCurve.xy = saturate(blackWhiteCurve.xy * _MidGrey.yz); //float2(1.0/0.8, -1.0/0.2));
95
96 float finalIntensity = _NoiseAmount.x + max(0.0f, dot(_NoiseAmount.zy, blackWhiteCurve.xy));
97
98 // fetching & scaling noise (COMPILER BUG WORKAROUND)
99 float3 m = float3(0,0,0);
100 m += (tex2D(_NoiseTex, i.uvRg.xy) * float4(1,0,0,0)).rgb;
101 m += (tex2D(_NoiseTex, i.uvRg.zw) * float4(0,1,0,0)).rgb;
102 m += (tex2D(_NoiseTex, i.uvB.xy) * float4(0,0,1,0)).rgb;
103
104 m = saturate(lerp(float3(0.5,0.5,0.5), m, _NoisePerChannel.rgb * float3(finalIntensity,finalIntensity,finalIntensity)));
105
106 return float4(m.rgb, color.a);
107 }
108
109 float4 fragOverlayBlend ( v2f i ) : SV_Target
110 {
111 float4 color = tex2D(_MainTex, i.uv_screen.xy);
112 float4 m = tex2D(_NoiseTex, i.uv_screen.xy);
113
114 return float4(Overlay(m, color.rgb), color.a);
115 }
116
117 ENDCG
118
119 SubShader {
120 ZTest Always Cull Off ZWrite Off Blend Off
121
122 Pass {
123
124 CGPROGRAM
125
126 #pragma vertex vert
127 #pragma fragment frag
128
129 ENDCG
130
131 }
132
133 Pass {
134
135 CGPROGRAM
136
137 #pragma vertex vert
138 #pragma fragment fragOverlayBlend
139
140 ENDCG
141
142 }
143
144 Pass {
145
146 CGPROGRAM
147
148 #pragma vertex vert
149 #pragma fragment fragTmp
150
151 ENDCG
152
153 }
154 }
155 FallBack Off
156 }