Shader "Hidden/Noise Shader YUV" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _GrainTex ("Base (RGB)", 2D) = "gray" {} _ScratchTex ("Base (RGB)", 2D) = "gray" {} } SubShader { Pass { ZTest Always Cull Off ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; float2 uvg : TEXCOORD1; // grain float2 uvs : TEXCOORD2; // scratch }; uniform sampler2D _MainTex; uniform sampler2D _GrainTex; uniform sampler2D _ScratchTex; uniform float4 _GrainOffsetScale; uniform float4 _ScratchOffsetScale; uniform fixed4 _Intensity; // x=grain, y=scratch half4 _MainTex_ST; v2f vert (appdata_img v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.uv = UnityStereoScreenSpaceUVAdjust(MultiplyUV (UNITY_MATRIX_TEXTURE0, v.texcoord), _MainTex_ST); o.uvg = v.texcoord.xy * _GrainOffsetScale.zw + _GrainOffsetScale.xy; o.uvs = v.texcoord.xy * _ScratchOffsetScale.zw + _ScratchOffsetScale.xy; return o; } fixed4 frag (v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv); // convert to YUV fixed3 yuv; yuv.x = dot( col.rgb, half3(0.299,0.587,0.114) ); yuv.y = (col.b-yuv.x)*0.492; yuv.z = (col.r-yuv.x)*0.877; // sample noise texture and do a signed add fixed3 grain = tex2D(_GrainTex, i.uvg).rgb * 2 - 1; yuv.rgb += grain * _Intensity.x; // convert back to rgb col.r = yuv.z * 1.140 + yuv.x; col.g = yuv.z * (-0.581) + yuv.y * (-0.395) + yuv.x; col.b = yuv.y * 2.032 + yuv.x; // sample scratch texture and add fixed3 scratch = tex2D(_ScratchTex, i.uvs).rgb * 2 - 1; col.rgb += scratch * _Intensity.y; return col; } ENDCG } } Fallback off }