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