Shader "Hidden/NoiseAndGrainDX11" { 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; uniform float _DX11NoiseTime; // DX11 noise helper functions, credit: rgba/iq int ihash(int n) { n = (n<<13)^n; return (n*(n*n*15731+789221)+1376312589) & 2147483647; } float frand(int n) { return ihash(n) / 2147483647.0; } float cellNoise1f(int3 p) { return frand(p.z*65536 + p.y*256 + p.x);//*2.0-1.0; } float3 cellNoise3f(int3 p) { int i = p.z*65536 + p.y*256 + p.x; return float3(frand(i), frand(i + 57), frand(i + 113));//*2.0-1.0; } struct v2f { float4 pos : SV_POSITION; float2 uv_screen : TEXCOORD0; float4 uvRg : TEXCOORD1; float2 uvB : TEXCOORD2; float2 uvOffsets : TEXCOORD4; }; struct appdata_img2 { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; float2 texcoord1 : TEXCOORD1; }; inline float3 Overlay(float3 m, float3 color) { float3 check = step(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; o.uvOffsets = v.texcoord.xy; return o; } float4 fragDX11 ( v2f i ) : SV_Target { float4 color = saturate(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)); float3 m = cellNoise3f(float3( (i.uv_screen.xy + i.uvOffsets) * _MainTex_TexelSize.zw, _DX11NoiseTime)); m = saturate(lerp(float3(0.5,0.5,0.5), m, _NoisePerChannel.rgb * finalIntensity)); return float4(Overlay(m, color.rgb), color.a); } float4 fragDX11Monochrome ( v2f i ) : SV_Target { float4 color = saturate(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)); float3 m = cellNoise1f(float3( (i.uv_screen.xy + i.uvOffsets) * _MainTex_TexelSize.zw, _DX11NoiseTime)); m = saturate(lerp(float3(0.5,0.5,0.5), m, finalIntensity)); return float4(Overlay(m, color.rgb), color.a); } float4 fragDX11Tmp ( v2f i ) : SV_Target { float4 color = saturate(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)); float3 m = cellNoise3f(float3( (i.uv_screen.xy + i.uvOffsets) * _MainTex_TexelSize.zw, _DX11NoiseTime)); m = saturate(lerp(float3(0.5,0.5,0.5), m, _NoisePerChannel.rgb * finalIntensity)); return float4(m.rgb, color.a); } float4 fragDX11MonochromeTmp ( v2f i ) : SV_Target { float4 color = saturate(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)); float3 m = cellNoise1f(float3( (i.uv_screen.xy + i.uvOffsets) * _MainTex_TexelSize.zw, _DX11NoiseTime)); m = saturate(lerp(float3(0.5,0.5,0.5), m, finalIntensity)); return float4(m.rgb, color.a); } float4 fragOverlayBlend ( v2f i ) : SV_Target { float4 color = saturate(tex2D (_MainTex, i.uv_screen.xy)); float4 m = saturate(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 exclude_renderers gles xbox360 ps3 d3d9 #pragma target 5.0 #pragma vertex vert #pragma fragment fragDX11 ENDCG } Pass { CGPROGRAM #pragma exclude_renderers gles xbox360 ps3 d3d9 #pragma target 5.0 #pragma vertex vert #pragma fragment fragDX11Monochrome ENDCG } Pass { CGPROGRAM #pragma exclude_renderers gles xbox360 ps3 d3d9 #pragma target 5.0 #pragma vertex vert #pragma fragment fragDX11Tmp ENDCG } Pass { CGPROGRAM #pragma exclude_renderers gles xbox360 ps3 d3d9 #pragma target 5.0 #pragma vertex vert #pragma fragment fragDX11MonochromeTmp ENDCG } Pass { CGPROGRAM #pragma exclude_renderers gles xbox360 ps3 d3d9 #pragma target 5.0 #pragma vertex vert #pragma fragment fragOverlayBlend ENDCG } } FallBack Off }