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1 | | -Shader "Hidden/Post FX/Grain Generator" |
| 1 | +Shader "Hidden/Post FX/Grain Generator" |
2 | 2 | { |
3 | 3 | CGINCLUDE |
4 | | - |
| 4 | + |
| 5 | + #pragma exclude_renderers d3d11_9x |
| 6 | + #pragma target 3.0 |
5 | 7 | #include "UnityCG.cginc" |
6 | 8 | #include "Common.cginc" |
7 | 9 |
|
8 | | - float4 _Params; // x: size, y: time, z: cos_angle, w: sin_angle |
| 10 | + float _Phase; |
9 | 11 |
|
10 | | - float3 Rnm(float2 tc, float time) |
| 12 | + // Implementation based on Timothy Lottes' "Large Grain" |
| 13 | + // Reference code: https://www.shadertoy.com/view/4sSXDW |
| 14 | + // Other article of interest: http://devlog-martinsh.blogspot.fr/2013/05/image-imperfections-and-film-grain-post.html |
| 15 | + float Noise(float2 n, float x) |
11 | 16 | { |
12 | | - float noise = sin(dot(tc + time.xx, float2(12.9898, 78.233))) * 43758.5453; |
13 | | - return frac(noise.xxx * float3(1.0, 1.2154, 1.3647)) * 2.0 - 1.0; |
| 17 | + n += x; |
| 18 | + return frac(sin(dot(n.xy, float2(12.9898, 78.233))) * 43758.5453); |
14 | 19 | } |
15 | 20 |
|
16 | | - float Fade(float t) |
| 21 | + float Step1(float2 uv, float n) |
17 | 22 | { |
18 | | - return t * t * t * (t * (t * 6.0 - 15.0) + 10.0); |
| 23 | + float b = 2.0, c = -12.0; |
| 24 | + return (1.0 / (4.0 + b * 4.0 + abs(c))) * ( |
| 25 | + Noise(uv + float2(-1.0, -1.0), n) + |
| 26 | + Noise(uv + float2( 0.0, -1.0), n) * b + |
| 27 | + Noise(uv + float2( 1.0, -1.0), n) + |
| 28 | + Noise(uv + float2(-1.0, 0.0), n) * b + |
| 29 | + Noise(uv + float2( 0.0, 0.0), n) * c + |
| 30 | + Noise(uv + float2( 1.0, 0.0), n) * b + |
| 31 | + Noise(uv + float2(-1.0, 1.0), n) + |
| 32 | + Noise(uv + float2( 0.0, 1.0), n) * b + |
| 33 | + Noise(uv + float2( 1.0, 1.0), n) |
| 34 | + ); |
19 | 35 | } |
20 | 36 |
|
21 | | - // 2d gradient noise |
22 | | - float PNoise(float2 p, float time) |
| 37 | + float Step2(float2 uv, float n) |
23 | 38 | { |
24 | | - const float kPermTexUnit = 1.0 / 256.0; |
25 | | - const float kPermTexUnitHalf = 0.5 / 256.0; |
26 | | - |
27 | | - float2 pi = kPermTexUnit * floor(p) + kPermTexUnitHalf; |
28 | | - float2 pf = frac(p); |
29 | | - |
30 | | - float perm00 = Rnm(pi, time).z; |
31 | | - float2 grad000 = Rnm(float2(perm00, kPermTexUnitHalf), time).xy * 4.0 - 1.0; |
32 | | - float n000 = dot(grad000, pf); |
33 | | - |
34 | | - float perm01 = Rnm(pi + float2(0.0, kPermTexUnit), time).z; |
35 | | - half2 grad010 = Rnm(float2(perm01, kPermTexUnitHalf), time).xy * 4.0 - 1.0; |
36 | | - float n010 = dot(grad010, pf - float2(0.0, 1.0)); |
37 | | - |
38 | | - float perm10 = Rnm(pi + float2(kPermTexUnit, 0.0), time).z; |
39 | | - float2 grad100 = Rnm(float2(perm10, kPermTexUnitHalf), time).xy * 4.0 - 1.0; |
40 | | - float n100 = dot(grad100, pf - float2(1.0, 0.0)); |
41 | | - |
42 | | - float perm11 = Rnm(pi + float2(kPermTexUnit, kPermTexUnit), time).z; |
43 | | - float2 grad110 = Rnm(float2(perm11, kPermTexUnitHalf), time).xy * 4.0 - 1.0; |
44 | | - float n110 = dot(grad110, pf - float2(1.0, 1.0)); |
45 | | - |
46 | | - float2 n_x = lerp(float2(n000, n010), float2(n100, n110), Fade(pf.x)); |
| 39 | + float b = 2.0, c = 4.0; |
| 40 | + return (1.0 / (4.0 + b * 4.0 + abs(c))) * ( |
| 41 | + Step1(uv + float2(-1.0, -1.0), n) + |
| 42 | + Step1(uv + float2( 0.0, -1.0), n) * b + |
| 43 | + Step1(uv + float2( 1.0, -1.0), n) + |
| 44 | + Step1(uv + float2(-1.0, 0.0), n) * b + |
| 45 | + Step1(uv + float2( 0.0, 0.0), n) * c + |
| 46 | + Step1(uv + float2( 1.0, 0.0), n) * b + |
| 47 | + Step1(uv + float2(-1.0, 1.0), n) + |
| 48 | + Step1(uv + float2( 0.0, 1.0), n) * b + |
| 49 | + Step1(uv + float2( 1.0, 1.0), n) |
| 50 | + ); |
| 51 | + } |
47 | 52 |
|
48 | | - return lerp(n_x.x, n_x.y, Fade(pf.y)); |
| 53 | + float Step3BW(float2 uv) |
| 54 | + { |
| 55 | + return Step2(uv, frac(_Phase)); |
49 | 56 | } |
50 | 57 |
|
51 | | - float2 CoordRot(float2 tc, float2 angle) |
| 58 | + float3 Step3(float2 uv) |
52 | 59 | { |
53 | | - float s = angle.y; |
54 | | - float c = angle.x; |
55 | | - tc = tc * 2.0 - 1.0; |
56 | | - float2 rot = float2((tc.x * c) - (tc.y * s), (tc.y * c) + (tc.x * s)); |
57 | | - return rot * 0.5 + 0.5; |
| 60 | + float a = Step2(uv, 0.07 * frac(_Phase)); |
| 61 | + float b = Step2(uv, 0.11 * frac(_Phase)); |
| 62 | + float c = Step2(uv, 0.13 * frac(_Phase)); |
| 63 | + return float3(a, b, c); |
58 | 64 | } |
59 | 65 |
|
60 | 66 | float4 FragGrain(VaryingsDefault i) : SV_Target |
61 | 67 | { |
62 | | - float2 rotCoords = CoordRot(i.uv, _Params.zw); |
63 | | - float n = PNoise(rotCoords * (192.0).xx / _Params.x, _Params.y); |
64 | | - return n.xxxx; |
| 68 | + float grain = Step3BW(i.uv * float2(192.0, 192.0)); |
| 69 | + return float4(grain.xxx, 1.0); |
65 | 70 | } |
66 | 71 |
|
67 | 72 | float4 FragGrainColored(VaryingsDefault i) : SV_Target |
68 | 73 | { |
69 | | - float2 rotCoordsR = CoordRot(i.uv, _Params.zw); |
70 | | - float2 rotCoordsG = CoordRot(i.uv + (0.1).xx, _Params.zw); |
71 | | - float2 rotCoordsB = CoordRot(i.uv - (0.1).xx, _Params.zw); |
72 | | - |
73 | | - float r = PNoise(rotCoordsR * (192.0).xx / _Params.x, _Params.y); |
74 | | - float g = PNoise(rotCoordsG * (192.0).xx / _Params.x, _Params.y); |
75 | | - float b = PNoise(rotCoordsB * (192.0).xx / _Params.x, _Params.y); |
76 | | - |
77 | | - return float4(r, g, b, 1.0); |
| 74 | + float3 grain = Step3(i.uv * float2(192.0, 192.0)); |
| 75 | + return float4(grain, 1.0); |
78 | 76 | } |
79 | 77 |
|
80 | 78 | ENDCG |
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