unityzgy/Packages/com.unity.postprocessing/PostProcessing/Shaders/Builtins/GrainBaker.shader
ayuan9957 8cfebcb657 feat: 丘陵地形优化与注册 + 地形材质调整
- 丘陵.unity: 地形材质优化(增大tileSize), 添加枯草2种, 替换树木为杨树+阔叶树, 平滑平坦区域过渡, Splatmap用Perlin噪声平滑混合减少突兀边界, 调整减少黄色层次
- 丘陵注册到程序: AB打包, SAMap.txt, SQLite数据库(替换平原), 本地化XML, 8192x8192地图图片(含绿色起点区域)
- 海岛/沙漠/山地: PermissibleArea MeshRenderer统一禁用, 移除临时砾石道路层
- 山地/海岛/沙漠: 地形材质参数调整
2026-07-29 15:50:34 +08:00

105 lines
3.1 KiB
GLSL

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
}
}
}