Last active
September 18, 2022 03:37
-
-
Save josephbk117/884900c161705738d1b2fc4be38c5910 to your computer and use it in GitHub Desktop.
White noise ( grain filter ) shader in unity
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
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 | |
} | |
} | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment