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Camera Grain

/4.0
Alexandra Serralta 4 年前
当前提交
28112e03
共有 12 个文件被更改,包括 865 次插入0 次删除
  1. 8
      Assets/Scenes/CameraGrain.meta
  2. 26
      Assets/Scenes/CameraGrain/CameraGrain.cs
  3. 11
      Assets/Scenes/CameraGrain/CameraGrain.cs.meta
  4. 84
      Assets/Scenes/CameraGrain/CameraGrain.mat
  5. 8
      Assets/Scenes/CameraGrain/CameraGrain.mat.meta
  6. 70
      Assets/Scenes/CameraGrain/CameraGrain.shader
  7. 9
      Assets/Scenes/CameraGrain/CameraGrain.shader.meta
  8. 525
      Assets/Scenes/CameraGrain/CameraGrain.unity
  9. 7
      Assets/Scenes/CameraGrain/CameraGrain.unity.meta
  10. 110
      Assets/Scenes/CameraGrain/CameraGrainCube.prefab
  11. 7
      Assets/Scenes/CameraGrain/CameraGrainCube.prefab.meta

8
Assets/Scenes/CameraGrain.meta


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26
Assets/Scenes/CameraGrain/CameraGrain.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.ARFoundation;
public class CameraGrain: MonoBehaviour
{
ARCameraManager m_CameraManager;
Renderer m_Renderer;
void Start()
{
m_CameraManager = FindObjectOfType (typeof(ARCameraManager)) as ARCameraManager;
m_Renderer = GetComponent<Renderer>();
}
void Update()
{
if(m_Renderer != null && m_CameraManager.cameraGrainTexture != null)
{
m_Renderer.material.SetTexture("_NoiseTex", m_CameraManager.cameraGrainTexture);
m_Renderer.material.SetFloat("_NoiseIntensity", m_CameraManager.noiseIntensity);
}
}
}

11
Assets/Scenes/CameraGrain/CameraGrain.cs.meta


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84
Assets/Scenes/CameraGrain/CameraGrain.mat


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70
Assets/Scenes/CameraGrain/CameraGrain.shader


Shader "Custom/CameraGrain"
{
Properties
{
_MainTex("Albedo (RGB)", 2D) = "white" {}
_NoiseTex("Noise Texture", 3D) = "white" {}
_NoiseIntensity ("Depth", Range(0,1)) = 0.0
_NoiseSpeed("Noise Speed", VECTOR) = (30.0, 20.0, 0, 0)
}
SubShader
{
Tags { "RenderType"="Opaque" }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
float4 screenPos : TEXCOORD1;
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler3D _NoiseTex;
float4 _NoiseTex_ST;
float _NoiseIntensity;
float4 _NoiseSpeed;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.screenPos = ComputeScreenPos(o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float scale = 3;
float2 nuv = scale * (i.screenPos.xy/i.screenPos.w);
nuv.xy += float2(sin(_Time.y * _NoiseSpeed.x), cos(_Time.y * _NoiseSpeed.y));
float3 nuv3d = float3(nuv, _NoiseIntensity);
float4 mainColor = tex2D(_MainTex, i.uv);
float4 noiseColor = tex3D(_NoiseTex, nuv3d);
float4 finalColor = lerp(mainColor, noiseColor, 0.25);
return finalColor;
}
ENDCG
}
}
FallBack "Diffuse"
}

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