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Created May 12, 2023 18:58
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Noise Shader Testing
Shader "Unlit/NoiseFX"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_NoiseTex("Noise Texture", 2D) = "white" {}
_Tint("Tint Color", Color) = (1,1,1,1)
}
SubShader
{
Tags { "RenderType" = "Opaque" }
//Blend SrcAlpha OneMinusSrcAlpha // Traditional transparency
//Blend One OneMinusSrcAlpha // Premultiplied transparency
Blend One One // Additive
//Blend OneMinusDstColor One // Soft additive
//Blend DstColor Zero // Multiplicative
//Blend DstColor SrcColor // 2x multiplicative
LOD 100
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;
sampler2D _NoiseTex;
float4 _MainTex_ST;
float4 _Tint;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
float2 scroll = float2(0,frac(_Time.x));
fixed2 noise = tex2D(_NoiseTex, i.uv - scroll).rg;
//noise = smoothstep(noise.r, 0, 0.25);
noise = smoothstep(0, 0.5, noise.r);
//fixed4 col = tex2D(_MainTex, i.uv + noise * 0.1)*3;
fixed4 col = tex2D(_MainTex, i.uv)*3;
col.a *= noise.r+col.r;
col.rgb = _Tint.rgb * col.a;
col*=_Tint;
return col;
}
ENDCG
}
}
}
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