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Unity ,Shader,white noise
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Shader "Noise/WhiteNoise" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
_Color("Color",Color) = (1,1,1,1) | |
} | |
SubShader | |
{ | |
// No culling or depth | |
Cull Off ZWrite Off ZTest Always | |
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; | |
}; | |
v2f vert (appdata v) | |
{ | |
v2f o; | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
o.uv = v.uv; | |
return o; | |
} | |
sampler2D _MainTex; | |
float4 _Color; | |
float hash( uint2 hashInput ) | |
{ | |
uint2 q = 1103515245U * ( (hashInput.x>>1U) ^ (hashInput.yx ) )*abs(sin(_Time.y)); | |
uint n = 1103515245U * ( (q.x ) ^ (q.y>>3U) ); | |
return float(n) * (1.0/float(0xffffffffU)); | |
} | |
fixed4 frag (v2f i) : SV_Target | |
{ | |
fixed4 col = tex2D(_MainTex, i.uv); | |
uint2 p = (i.uv*_ScreenParams); | |
float f = hash(p); | |
col = float4( f, f, f, 1.0 ); | |
return col; | |
} | |
ENDCG | |
} | |
} | |
} |
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Excellent! Thank you so much!