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80 行
2.2 KiB

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;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
float4 screenPos : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler3D _NoiseTex;
float4 _NoiseTex_ST;
float _NoiseIntensity;
float4 _NoiseSpeed;
v2f vert (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(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
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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"
}