mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-12-01 17:37:59 +01:00
237 lines
6.1 KiB
Text
237 lines
6.1 KiB
Text
Shader "Hidden/NoiseAndGrainDX11" {
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Properties {
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_MainTex ("Base (RGB)", 2D) = "white" {}
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_NoiseTex ("Noise (RGB)", 2D) = "white" {}
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}
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CGINCLUDE
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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sampler2D _NoiseTex;
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float4 _NoiseTex_TexelSize;
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uniform float4 _MainTex_TexelSize;
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uniform float3 _NoisePerChannel;
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uniform float3 _NoiseTilingPerChannel;
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uniform float3 _NoiseAmount;
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uniform float3 _ThreshholdRGB;
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uniform float3 _MidGrey;
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uniform float _DX11NoiseTime;
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// DX11 noise helper functions, credit: rgba/iq
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int ihash(int n)
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{
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n = (n<<13)^n;
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return (n*(n*n*15731+789221)+1376312589) & 2147483647;
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}
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float frand(int n)
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{
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return ihash(n) / 2147483647.0;
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}
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float cellNoise1f(int3 p)
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{
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return frand(p.z*65536 + p.y*256 + p.x);//*2.0-1.0;
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}
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float3 cellNoise3f(int3 p)
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{
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int i = p.z*65536 + p.y*256 + p.x;
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return float3(frand(i), frand(i + 57), frand(i + 113));//*2.0-1.0;
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}
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struct v2f
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{
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float4 pos : SV_POSITION;
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float2 uv_screen : TEXCOORD0;
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float4 uvRg : TEXCOORD1;
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float2 uvB : TEXCOORD2;
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float2 uvOffsets : TEXCOORD4;
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};
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struct appdata_img2
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{
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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float2 texcoord1 : TEXCOORD1;
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};
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inline float3 Overlay(float3 m, float3 color) {
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float3 check = step(0.5, color.rgb);
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float3 result = check * (float3(1,1,1) - ((float3(1,1,1) - 2*(color.rgb-0.5)) * (1-m.rgb)));
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result += (1-check) * (2*color.rgb) * m.rgb;
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return result;
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}
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v2f vert (appdata_img2 v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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#if UNITY_UV_STARTS_AT_TOP
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o.uv_screen = v.vertex.xyxy;
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if (_MainTex_TexelSize.y < 0)
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o.uv_screen.y = 1-o.uv_screen.y;
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#else
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o.uv_screen = v.vertex.xy;
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#endif
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// different tiling for 3 channels
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o.uvRg = v.texcoord.xyxy + v.texcoord1.xyxy * _NoiseTilingPerChannel.rrgg * _NoiseTex_TexelSize.xyxy;
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o.uvB = v.texcoord.xy + v.texcoord1.xy * _NoiseTilingPerChannel.bb * _NoiseTex_TexelSize.xy;
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o.uvOffsets = v.texcoord.xy;
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return o;
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}
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float4 fragDX11 ( v2f i ) : SV_Target
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{
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float4 color = saturate(tex2D (_MainTex, UnityStereoTransformScreenSpaceTex(i.uv_screen.xy)));
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// black & white intensities
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float2 blackWhiteCurve = Luminance(color.rgb) - _MidGrey.x; // maybe tweak middle grey
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blackWhiteCurve.xy = saturate(blackWhiteCurve.xy * _MidGrey.yz); //float2(1.0/0.8, -1.0/0.2));
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float finalIntensity = _NoiseAmount.x + max(0.0f, dot(_NoiseAmount.zy, blackWhiteCurve.xy));
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float3 m = cellNoise3f(float3( (i.uv_screen.xy + i.uvOffsets) * _MainTex_TexelSize.zw, _DX11NoiseTime));
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m = saturate(lerp(float3(0.5,0.5,0.5), m, _NoisePerChannel.rgb * finalIntensity));
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return float4(Overlay(m, color.rgb), color.a);
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}
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float4 fragDX11Monochrome ( v2f i ) : SV_Target
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{
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float4 color = saturate(tex2D (_MainTex, UnityStereoTransformScreenSpaceTex(i.uv_screen.xy)));
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// black & white intensities
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float2 blackWhiteCurve = Luminance(color.rgb) - _MidGrey.x; // maybe tweak middle grey
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blackWhiteCurve.xy = saturate(blackWhiteCurve.xy * _MidGrey.yz); //float2(1.0/0.8, -1.0/0.2));
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float finalIntensity = _NoiseAmount.x + max(0.0f, dot(_NoiseAmount.zy, blackWhiteCurve.xy));
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float3 m = cellNoise1f(float3( (i.uv_screen.xy + i.uvOffsets) * _MainTex_TexelSize.zw, _DX11NoiseTime));
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m = saturate(lerp(float3(0.5,0.5,0.5), m, finalIntensity));
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return float4(Overlay(m, color.rgb), color.a);
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}
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float4 fragDX11Tmp ( v2f i ) : SV_Target
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{
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float4 color = saturate(tex2D (_MainTex, UnityStereoTransformScreenSpaceTex(i.uv_screen.xy)));
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// black & white intensities
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float2 blackWhiteCurve = Luminance(color.rgb) - _MidGrey.x; // maybe tweak middle grey
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blackWhiteCurve.xy = saturate(blackWhiteCurve.xy * _MidGrey.yz); //float2(1.0/0.8, -1.0/0.2));
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float finalIntensity = _NoiseAmount.x + max(0.0f, dot(_NoiseAmount.zy, blackWhiteCurve.xy));
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float3 m = cellNoise3f(float3( (i.uv_screen.xy + i.uvOffsets) * _MainTex_TexelSize.zw, _DX11NoiseTime));
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m = saturate(lerp(float3(0.5,0.5,0.5), m, _NoisePerChannel.rgb * finalIntensity));
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return float4(m.rgb, color.a);
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}
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float4 fragDX11MonochromeTmp ( v2f i ) : SV_Target
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{
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float4 color = saturate(tex2D (_MainTex, UnityStereoTransformScreenSpaceTex(i.uv_screen.xy)));
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// black & white intensities
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float2 blackWhiteCurve = Luminance(color.rgb) - _MidGrey.x; // maybe tweak middle grey
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blackWhiteCurve.xy = saturate(blackWhiteCurve.xy * _MidGrey.yz); //float2(1.0/0.8, -1.0/0.2));
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float finalIntensity = _NoiseAmount.x + max(0.0f, dot(_NoiseAmount.zy, blackWhiteCurve.xy));
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float3 m = cellNoise1f(float3( (i.uv_screen.xy + i.uvOffsets) * _MainTex_TexelSize.zw, _DX11NoiseTime));
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m = saturate(lerp(float3(0.5,0.5,0.5), m, finalIntensity));
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return float4(m.rgb, color.a);
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}
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float4 fragOverlayBlend ( v2f i ) : SV_Target
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{
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float4 color = saturate(tex2D (_MainTex, UnityStereoTransformScreenSpaceTex(i.uv_screen.xy)));
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float4 m = saturate(tex2D (_NoiseTex, i.uv_screen.xy));
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return float4(Overlay(m, color.rgb), color.a);
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}
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ENDCG
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SubShader {
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ZTest Always Cull Off ZWrite Off Blend Off
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Pass {
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CGPROGRAM
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#pragma exclude_renderers gles xbox360 ps3 d3d9
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#pragma target 5.0
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#pragma vertex vert
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#pragma fragment fragDX11
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ENDCG
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}
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Pass {
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CGPROGRAM
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#pragma exclude_renderers gles xbox360 ps3 d3d9
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#pragma target 5.0
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#pragma vertex vert
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#pragma fragment fragDX11Monochrome
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ENDCG
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}
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Pass {
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CGPROGRAM
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#pragma exclude_renderers gles xbox360 ps3 d3d9
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#pragma target 5.0
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#pragma vertex vert
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#pragma fragment fragDX11Tmp
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ENDCG
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}
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Pass {
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CGPROGRAM
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#pragma exclude_renderers gles xbox360 ps3 d3d9
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#pragma target 5.0
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#pragma vertex vert
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#pragma fragment fragDX11MonochromeTmp
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ENDCG
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}
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Pass {
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CGPROGRAM
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#pragma exclude_renderers gles xbox360 ps3 d3d9
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#pragma target 5.0
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#pragma vertex vert
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#pragma fragment fragOverlayBlend
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ENDCG
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}
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}
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FallBack Off
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}
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