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  1. Shader "Hidden/Post FX/Grain Generator"
  2. {
  3. CGINCLUDE
  4. #pragma exclude_renderers d3d11_9x
  5. #pragma target 3.0
  6. #include "UnityCG.cginc"
  7. #include "Common.cginc"
  8. float _Phase;
  9. // Implementation based on Timothy Lottes' "Large Grain"
  10. // Reference code: https://www.shadertoy.com/view/4sSXDW
  11. // Other article of interest: http://devlog-martinsh.blogspot.fr/2013/05/image-imperfections-and-film-grain-post.html
  12. float Noise(float2 n, float x)
  13. {
  14. n += x;
  15. return frac(sin(dot(n.xy, float2(12.9898, 78.233))) * 43758.5453);
  16. }
  17. float Step1(float2 uv, float n)
  18. {
  19. float b = 2.0, c = -12.0;
  20. return (1.0 / (4.0 + b * 4.0 + abs(c))) * (
  21. Noise(uv + float2(-1.0, -1.0), n) +
  22. Noise(uv + float2( 0.0, -1.0), n) * b +
  23. Noise(uv + float2( 1.0, -1.0), n) +
  24. Noise(uv + float2(-1.0, 0.0), n) * b +
  25. Noise(uv + float2( 0.0, 0.0), n) * c +
  26. Noise(uv + float2( 1.0, 0.0), n) * b +
  27. Noise(uv + float2(-1.0, 1.0), n) +
  28. Noise(uv + float2( 0.0, 1.0), n) * b +
  29. Noise(uv + float2( 1.0, 1.0), n)
  30. );
  31. }
  32. float Step2(float2 uv, float n)
  33. {
  34. float b = 2.0, c = 4.0;
  35. return (1.0 / (4.0 + b * 4.0 + abs(c))) * (
  36. Step1(uv + float2(-1.0, -1.0), n) +
  37. Step1(uv + float2( 0.0, -1.0), n) * b +
  38. Step1(uv + float2( 1.0, -1.0), n) +
  39. Step1(uv + float2(-1.0, 0.0), n) * b +
  40. Step1(uv + float2( 0.0, 0.0), n) * c +
  41. Step1(uv + float2( 1.0, 0.0), n) * b +
  42. Step1(uv + float2(-1.0, 1.0), n) +
  43. Step1(uv + float2( 0.0, 1.0), n) * b +
  44. Step1(uv + float2( 1.0, 1.0), n)
  45. );
  46. }
  47. float Step3BW(float2 uv)
  48. {
  49. return Step2(uv, frac(_Phase));
  50. }
  51. float3 Step3(float2 uv)
  52. {
  53. float a = Step2(uv, 0.07 * frac(_Phase));
  54. float b = Step2(uv, 0.11 * frac(_Phase));
  55. float c = Step2(uv, 0.13 * frac(_Phase));
  56. return float3(a, b, c);
  57. }
  58. float4 FragGrain(VaryingsDefault i) : SV_Target
  59. {
  60. float grain = Step3BW(i.uv * float2(192.0, 192.0));
  61. return float4(grain.xxx, 1.0);
  62. }
  63. float4 FragGrainColored(VaryingsDefault i) : SV_Target
  64. {
  65. float3 grain = Step3(i.uv * float2(192.0, 192.0));
  66. return float4(grain, 1.0);
  67. }
  68. ENDCG
  69. SubShader
  70. {
  71. Cull Off ZWrite Off ZTest Always
  72. Pass
  73. {
  74. CGPROGRAM
  75. #pragma vertex VertDefault
  76. #pragma fragment FragGrain
  77. ENDCG
  78. }
  79. Pass
  80. {
  81. CGPROGRAM
  82. #pragma vertex VertDefault
  83. #pragma fragment FragGrainColored
  84. ENDCG
  85. }
  86. }
  87. }