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237 行
5.9 KiB

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
}