Rasagar/Library/PackageCache/com.unity.postprocessing/PostProcessing/Shaders/Builtins/Dithering.hlsl
2024-09-27 20:27:46 +03:00

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680 B
HLSL

#ifndef UNITY_POSTFX_DITHERING
#define UNITY_POSTFX_DITHERING
TEXTURE2D_SAMPLER2D(_DitheringTex, sampler_DitheringTex);
float4 _Dithering_Coords;
float3 Dither(float3 color, float2 uv)
{
// Final pass dithering
// Symmetric triangular distribution on [-1,1] with maximal density at 0
float noise = SAMPLE_TEXTURE2D(_DitheringTex, sampler_DitheringTex, uv * _Dithering_Coords.xy + _Dithering_Coords.zw).a * 2.0 - 1.0;
noise = FastSign(noise) * (1.0 - sqrt(1.0 - abs(noise)));
#if UNITY_COLORSPACE_GAMMA
color += noise / 255.0;
#else
color = SRGBToLinear(LinearToSRGB(color) + noise / 255.0);
#endif
return color;
}
#endif // UNITY_POSTFX_DITHERING