modified maps
modified maps
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Hidden/Noise Shader RGB" {
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Properties {
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_MainTex ("Base (RGB)", 2D) = "white" {}
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_GrainTex ("Base (RGB)", 2D) = "gray" {}
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_ScratchTex ("Base (RGB)", 2D) = "gray" {}
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}
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SubShader {
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Pass {
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ZTest Always Cull Off ZWrite Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct v2f {
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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float2 uvg : TEXCOORD1; // grain
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float2 uvs : TEXCOORD2; // scratch
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};
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uniform sampler2D _MainTex;
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uniform sampler2D _GrainTex;
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uniform sampler2D _ScratchTex;
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uniform float4 _GrainOffsetScale;
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uniform float4 _ScratchOffsetScale;
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uniform fixed4 _Intensity; // x=grain, y=scratch
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v2f vert (appdata_img v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos (v.vertex);
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o.uv = MultiplyUV (UNITY_MATRIX_TEXTURE0, v.texcoord);
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o.uvg = v.texcoord.xy * _GrainOffsetScale.zw + _GrainOffsetScale.xy;
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o.uvs = v.texcoord.xy * _ScratchOffsetScale.zw + _ScratchOffsetScale.xy;
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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fixed4 col = tex2D(_MainTex, i.uv);
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// sample noise texture and do a signed add
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fixed3 grain = tex2D(_GrainTex, i.uvg).rgb * 2 - 1;
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col.rgb += grain * _Intensity.x;
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// sample scratch texture and do a signed add
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fixed3 scratch = tex2D(_ScratchTex, i.uvs).rgb * 2 - 1;
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col.rgb += scratch * _Intensity.y;
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return col;
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}
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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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