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; uniform float4 _MainTex_TexelSize; uniform float3 _NoisePerChannel; uniform float3 _NoiseTilingPerChannel; uniform float3 _NoiseAmount; uniform float3 _ThreshholdRGB; uniform float3 _MidGrey; struct v2f { float4 pos : SV_POSITION; float2 uv_screen : TEXCOORD0; float4 uvRg : TEXCOORD1; float2 uvB : TEXCOORD2; }; struct appdata_img2 { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; float2 texcoord1 : TEXCOORD1; }; inline float3 Overlay(float3 m, float3 color) { color = saturate(color); float3 check = step(float3(0.5,0.5,0.5), color.rgb); float3 result = check * (float3(1,1,1) - ((float3(1,1,1) - 2*(color.rgb-0.5)) * (1-m.rgb))); result += (1-check) * (2*color.rgb) * m.rgb; return result; } v2f vert (appdata_img2 v) { v2f o; o.pos = mul (UNITY_MATRIX_MVP, v.vertex); #if UNITY_UV_STARTS_AT_TOP 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 // different tiling for 3 channels o.uvRg = v.texcoord.xyxy + v.texcoord1.xyxy * _NoiseTilingPerChannel.rrgg * _NoiseTex_TexelSize.xyxy; o.uvB = v.texcoord.xy + v.texcoord1.xy * _NoiseTilingPerChannel.bb * _NoiseTex_TexelSize.xy; return o; } float4 frag ( v2f i ) : SV_Target { float4 color = (tex2D (_MainTex, i.uv_screen.xy)); // black & white intensities float2 blackWhiteCurve = Luminance(color.rgb) - _MidGrey.x; // maybe tweak middle grey blackWhiteCurve.xy = saturate(blackWhiteCurve.xy * _MidGrey.yz); //float2(1.0/0.8, -1.0/0.2)); float finalIntensity = _NoiseAmount.x + max(0.0f, dot(_NoiseAmount.zy, blackWhiteCurve.xy)); // fetching & scaling noise (COMPILER BUG WORKAROUND) float3 m = float3(0,0,0); m += (tex2D(_NoiseTex, i.uvRg.xy) * float4(1,0,0,0)).rgb; m += (tex2D(_NoiseTex, i.uvRg.zw) * float4(0,1,0,0)).rgb; m += (tex2D(_NoiseTex, i.uvB.xy) * float4(0,0,1,0)).rgb; m = saturate(lerp(float3(0.5,0.5,0.5), m, _NoisePerChannel.rgb * float3(finalIntensity,finalIntensity,finalIntensity) )); return float4(Overlay(m, color.rgb), color.a); } float4 fragTmp ( v2f i ) : SV_Target { float4 color = (tex2D (_MainTex, i.uv_screen.xy)); // black & white intensities float2 blackWhiteCurve = Luminance(color.rgb) - _MidGrey.x; // maybe tweak middle grey blackWhiteCurve.xy = saturate(blackWhiteCurve.xy * _MidGrey.yz); //float2(1.0/0.8, -1.0/0.2)); float finalIntensity = _NoiseAmount.x + max(0.0f, dot(_NoiseAmount.zy, blackWhiteCurve.xy)); // fetching & scaling noise (COMPILER BUG WORKAROUND) float3 m = float3(0,0,0); m += (tex2D(_NoiseTex, i.uvRg.xy) * float4(1,0,0,0)).rgb; m += (tex2D(_NoiseTex, i.uvRg.zw) * float4(0,1,0,0)).rgb; m += (tex2D(_NoiseTex, i.uvB.xy) * float4(0,0,1,0)).rgb; m = saturate(lerp(float3(0.5,0.5,0.5), m, _NoisePerChannel.rgb * float3(finalIntensity,finalIntensity,finalIntensity))); return float4(m.rgb, color.a); } float4 fragOverlayBlend ( v2f i ) : SV_Target { float4 color = tex2D(_MainTex, i.uv_screen.xy); float4 m = tex2D(_NoiseTex, i.uv_screen.xy); return float4(Overlay(m, color.rgb), color.a); } ENDCG SubShader { ZTest Always Cull Off ZWrite Off Blend Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag ENDCG } Pass { CGPROGRAM #pragma vertex vert #pragma fragment fragOverlayBlend ENDCG } Pass { CGPROGRAM #pragma vertex vert #pragma fragment fragTmp ENDCG } } FallBack Off }