modified maps
modified maps
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Hidden/NoiseAndGrain" {
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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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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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};
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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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color = saturate(color);
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float3 check = step(float3(0.5,0.5,0.5), 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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return o;
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}
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float4 frag ( v2f i ) : SV_Target
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{
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float4 color = (tex2D (_MainTex, 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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// fetching & scaling noise (COMPILER BUG WORKAROUND)
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float3 m = float3(0,0,0);
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m += (tex2D(_NoiseTex, i.uvRg.xy) * float4(1,0,0,0)).rgb;
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m += (tex2D(_NoiseTex, i.uvRg.zw) * float4(0,1,0,0)).rgb;
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m += (tex2D(_NoiseTex, i.uvB.xy) * float4(0,0,1,0)).rgb;
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m = saturate(lerp(float3(0.5,0.5,0.5), m, _NoisePerChannel.rgb * float3(finalIntensity,finalIntensity,finalIntensity) ));
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return float4(Overlay(m, color.rgb), color.a);
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}
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float4 fragTmp ( v2f i ) : SV_Target
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{
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float4 color = (tex2D (_MainTex, 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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// fetching & scaling noise (COMPILER BUG WORKAROUND)
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float3 m = float3(0,0,0);
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m += (tex2D(_NoiseTex, i.uvRg.xy) * float4(1,0,0,0)).rgb;
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m += (tex2D(_NoiseTex, i.uvRg.zw) * float4(0,1,0,0)).rgb;
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m += (tex2D(_NoiseTex, i.uvB.xy) * float4(0,0,1,0)).rgb;
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m = saturate(lerp(float3(0.5,0.5,0.5), m, _NoisePerChannel.rgb * float3(finalIntensity,finalIntensity,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 = tex2D(_MainTex, i.uv_screen.xy);
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float4 m = 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 vertex vert
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#pragma fragment frag
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ENDCG
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}
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Pass {
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CGPROGRAM
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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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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment fragTmp
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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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