Shader "Hidden/PostProcessing/GrainBaker" { HLSLINCLUDE #pragma exclude_renderers d3d11_9x #pragma target 3.0 #include "Packages/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl" float _Phase; float3 _NoiseParameters; // Implementation based on Timothy Lottes' "Large Grain" // Reference code: https://www.shadertoy.com/view/4sSXDW // Other article of interest: http://devlog-martinsh.blogspot.fr/2013/05/image-imperfections-and-film-grain-post.html float Noise(float2 n, float x) { n += x; return frac(sin(dot(n.xy, _NoiseParameters.xy)) * _NoiseParameters.z); } float Step1(float2 uv, float n) { float b = 2.0, c = -12.0; return (1.0 / (4.0 + b * 4.0 + abs(c))) * ( Noise(uv + float2(-1.0, -1.0), n) + Noise(uv + float2( 0.0, -1.0), n) * b + Noise(uv + float2( 1.0, -1.0), n) + Noise(uv + float2(-1.0, 0.0), n) * b + Noise(uv + float2( 0.0, 0.0), n) * c + Noise(uv + float2( 1.0, 0.0), n) * b + Noise(uv + float2(-1.0, 1.0), n) + Noise(uv + float2( 0.0, 1.0), n) * b + Noise(uv + float2( 1.0, 1.0), n) ); } float Step2(float2 uv, float n) { float b = 2.0, c = 4.0; return (1.0 / (4.0 + b * 4.0 + abs(c))) * ( Step1(uv + float2(-1.0, -1.0), n) + Step1(uv + float2( 0.0, -1.0), n) * b + Step1(uv + float2( 1.0, -1.0), n) + Step1(uv + float2(-1.0, 0.0), n) * b + Step1(uv + float2( 0.0, 0.0), n) * c + Step1(uv + float2( 1.0, 0.0), n) * b + Step1(uv + float2(-1.0, 1.0), n) + Step1(uv + float2( 0.0, 1.0), n) * b + Step1(uv + float2( 1.0, 1.0), n) ); } float Step3BW(float2 uv) { return Step2(uv, frac(_Phase)); } float3 Step3(float2 uv) { float a = Step2(uv, 0.07 * frac(_Phase)); float b = Step2(uv, 0.11 * frac(_Phase)); float c = Step2(uv, 0.13 * frac(_Phase)); return float3(a, b, c); } float4 FragGrain(VaryingsDefault i) : SV_Target { float grain = Step3BW(i.texcoordStereo * float2(128.0, 128.0)); return float4(grain.xxx, 1.0); } float4 FragGrainColored(VaryingsDefault i) : SV_Target { float3 grain = Step3(i.texcoordStereo * float2(128.0, 128.0)); return float4(grain, 1.0); } ENDHLSL SubShader { Cull Off ZWrite Off ZTest Always Pass { HLSLPROGRAM #pragma vertex VertDefault #pragma fragment FragGrain ENDHLSL } Pass { HLSLPROGRAM #pragma vertex VertDefault #pragma fragment FragGrainColored ENDHLSL } } }