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White noise ( grain filter ) shader in unity
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Shader "BitShiftProductions/Noises" | |
{ | |
Properties | |
{ | |
_MainTex("Texture", 2D)="white" | |
_NoiseScale("Noise Scale",Float) = 5.0 | |
_Strength("Noise Strength",Float) = 1.0 | |
} | |
SubShader | |
{ | |
Tags { "RenderType"="Opaque" } | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
struct appdata | |
{ | |
float4 vertex : POSITION; | |
float2 uv : TEXCOORD0; | |
}; | |
struct v2f | |
{ | |
float2 uv : TEXCOORD0; | |
float4 vertex : SV_POSITION; | |
}; | |
sampler2D _MainTex; | |
float _NoiseScale; | |
float _Strength; | |
v2f vert (appdata v) | |
{ | |
v2f o; | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
o.uv = v.uv; | |
return o; | |
} | |
float random( float2 p ) | |
{ | |
return frac(sin(dot(p.xy,float2(_Time.y,65.115)))*2773.8856); | |
} | |
fixed4 frag (v2f i) : SV_Target | |
{ | |
float2 normUV = i.uv; | |
normUV *= _NoiseScale; // Scale the coordinate system by 10 | |
float2 ipos = floor(normUV); // get the integer coords | |
// Assign a random value based on the integer coord | |
float rand = random(ipos); | |
fixed4 col = fixed4(rand,rand,rand,1.0); | |
col = lerp( tex2D(_MainTex,i.uv),col,_Strength); | |
return col; | |
} | |
ENDCG | |
} | |
} | |
} |
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