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Copy pathRGBNoise.shader
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RGBNoise.shader
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Shader "LX/RGBNoise"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
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 _MainTex_TexelSize;
float _NoiseIntensity;
float _NoiseLerp;
float simpleNoise(float seed)
{
return frac(sin(seed * 213214.44233 ) * 66321.4423);
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
fixed2 noise=fixed2(simpleNoise(i.uv.x),simpleNoise(i.uv.y));
fixed noiseR =tex2D(_MainTex,frac(i.uv+(noise+_Time.x*0.1234)*_MainTex_TexelSize.xy*_NoiseIntensity)).r;
fixed noiseG =tex2D(_MainTex,frac(i.uv+(noise-_Time.x*0.2144)*_MainTex_TexelSize.xy*_NoiseIntensity)).g;
fixed noiseB =tex2D(_MainTex,frac(i.uv+(noise+_Time.x*0.3534)*_MainTex_TexelSize.xy*_NoiseIntensity)).b;
return col * (1 - _NoiseLerp) + _NoiseLerp *fixed4(noiseR,noiseG,noiseB,1);
}
ENDCG
}
}
}