#include "ColorGrading.cginc" // Grain half2 _Grain_Params1; // x: lum_contrib, y: intensity half4 _Grain_Params2; // x: xscale, h: yscale, z: xoffset, w: yoffset sampler2D _GrainTex; // Dithering sampler2D _DitheringTex; float4 _DitheringCoords; float3 UberSecondPass(half3 color, float2 uv) { // Grain #if GRAIN { float3 grain = tex2D(_GrainTex, uv * _Grain_Params2.xy + _Grain_Params2.zw).rgb; // Noisiness response curve based on scene luminance float lum = 1.0 - sqrt(AcesLuminance(color)); lum = lerp(1.0, lum, _Grain_Params1.x); color += color * grain * _Grain_Params1.y * lum; } #endif // Blue noise dithering #if DITHERING { // Symmetric triangular distribution on [-1,1] with maximal density at 0 float noise = tex2D(_DitheringTex, uv * _DitheringCoords.xy + _DitheringCoords.zw).a * 2.0 - 1.0; noise = sign(noise) * (1.0 - sqrt(1.0 - abs(noise))) / 255.0; color += noise; } #endif return color; }