/** * Film Grain post-process shader v1.1 * Martins Upitis (martinsh) devlog-martinsh.blogspot.com 2013 * * This work is licensed under a Creative Commons Attribution 3.0 Unported License. * So you are free to share, modify and adapt it for your needs, and even use it for commercial use. * * Uses perlin noise shader by toneburst from http://machinesdontcare.wordpress.com/2009/06/25/3d-perlin-noise-sphere-vertex-shader-sourcecode/ */ #include "ReShadeUI.fxh" uniform float grainamount < __UNIFORM_SLIDER_FLOAT1 ui_min = 0.0; ui_max = 0.2; ui_label = "Amount"; > = 0.05; uniform float coloramount < __UNIFORM_SLIDER_FLOAT1 ui_min = 0.0; ui_max = 1.0; ui_label = "Color Amount"; > = 0.6; uniform float lumamount < __UNIFORM_SLIDER_FLOAT1 ui_min = 0.0; ui_max = 1.0; ui_label = "Luminance Amount"; > = 1.0; uniform float grainsize < __UNIFORM_SLIDER_FLOAT1 ui_min = 1.5; ui_max = 2.5; ui_label = "Grain Particle Size"; > = 1.6; #include "ReShade.fxh" uniform float timer < source = "timer"; >; float4 rnm(in float2 tc) { // A random texture generator, but you can also use a pre-computed perturbation texture float noise = sin(dot(tc, float2(12.9898, 78.233))) * 43758.5453; float noiseR = frac(noise) * 2.0 - 1.0; float noiseG = frac(noise * 1.2154) * 2.0 - 1.0; float noiseB = frac(noise * 1.3453) * 2.0 - 1.0; float noiseA = frac(noise * 1.3647) * 2.0 - 1.0; return float4(noiseR, noiseG, noiseB, noiseA); } float pnoise3D(in float3 p) { // Perm texture texel-size static const float permTexUnit = 1.0 / 256.0; // Half perm texture texel-size static const float permTexUnitHalf = 0.5 / 256.0; // Integer part // Scaled so +1 moves permTexUnit texel and offset 1/2 texel to sample texel centers float3 pi = permTexUnit * floor(p) + permTexUnitHalf; // Fractional part for interpolation float3 pf = frac(p); // Noise contributions from (x=0, y=0), z=0 and z=1 float perm00 = rnm(pi.xy).a; float3 grad000 = rnm(float2(perm00, pi.z)).rgb * 4.0 - 1.0; float n000 = dot(grad000, pf); float3 grad001 = rnm(float2(perm00, pi.z + permTexUnit)).rgb * 4.0 - 1.0; float n001 = dot(grad001, pf - float3(0.0, 0.0, 1.0)); // Noise contributions from (x=0, y=1), z=0 and z=1 float perm01 = rnm(pi.xy + float2(0.0, permTexUnit)).a; float3 grad010 = rnm(float2(perm01, pi.z)).rgb * 4.0 - 1.0; float n010 = dot(grad010, pf - float3(0.0, 1.0, 0.0)); float3 grad011 = rnm(float2(perm01, pi.z + permTexUnit)).rgb * 4.0 - 1.0; float n011 = dot(grad011, pf - float3(0.0, 1.0, 1.0)); // Noise contributions from (x=1, y=0), z=0 and z=1 float perm10 = rnm(pi.xy + float2(permTexUnit, 0.0)).a; float3 grad100 = rnm(float2(perm10, pi.z)).rgb * 4.0 - 1.0; float n100 = dot(grad100, pf - float3(1.0, 0.0, 0.0)); float3 grad101 = rnm(float2(perm10, pi.z + permTexUnit)).rgb * 4.0 - 1.0; float n101 = dot(grad101, pf - float3(1.0, 0.0, 1.0)); // Noise contributions from (x=1, y=1), z=0 and z=1 float perm11 = rnm(pi.xy + float2(permTexUnit, permTexUnit)).a; float3 grad110 = rnm(float2(perm11, pi.z)).rgb * 4.0 - 1.0; float n110 = dot(grad110, pf - float3(1.0, 1.0, 0.0)); float3 grad111 = rnm(float2(perm11, pi.z + permTexUnit)).rgb * 4.0 - 1.0; float n111 = dot(grad111, pf - float3(1.0, 1.0, 1.0)); // Blend contributions along x float fade_x = pf.x * pf.x * pf.x * (pf.x * (pf.x * 6.0 - 15.0) + 10.0); float4 n_x = lerp(float4(n000, n001, n010, n011), float4(n100, n101, n110, n111), fade_x); // Blend contributions along y float fade_y = pf.y * pf.y * pf.y * (pf.y * (pf.y * 6.0 - 15.0) + 10.0); float2 n_xy = lerp(n_x.xy, n_x.zw, fade_y); // Blend contributions along z float fade_z = pf.z * pf.z * pf.z * (pf.z * (pf.z * 6.0 - 15.0) + 10.0); float n_xyz = lerp(n_xy.x, n_xy.y, fade_z); // We're done, return the final noise value. return n_xyz; } float2 coordRot(in float2 tc, in float angle) { float rotX = ((tc.x * 2.0 - 1.0) * BUFFER_ASPECT_RATIO * cos(angle)) - ((tc.y * 2.0 - 1.0) * sin(angle)); float rotY = ((tc.y * 2.0 - 1.0) * cos(angle)) + ((tc.x * 2.0 - 1.0) * BUFFER_ASPECT_RATIO * sin(angle)); rotX = ((rotX / BUFFER_ASPECT_RATIO) * 0.5 + 0.5); rotY = rotY * 0.5 + 0.5; return float2(rotX, rotY); } float4 main(float4 vpos : SV_Position, float2 texCoord : TexCoord) : SV_Target { float3 rotOffset = float3(1.425, 3.892, 5.835); // Rotation offset values float2 rotCoordsR = coordRot(texCoord, timer + rotOffset.x); float3 noise = pnoise3D(float3(rotCoordsR * BUFFER_SCREEN_SIZE / grainsize, 0.0)).xxx; if (coloramount > 0) { float2 rotCoordsG = coordRot(texCoord, timer + rotOffset.y); float2 rotCoordsB = coordRot(texCoord, timer + rotOffset.z); noise.g = lerp(noise.r, pnoise3D(float3(rotCoordsG * BUFFER_SCREEN_SIZE / grainsize, 1.0)), coloramount); noise.b = lerp(noise.r, pnoise3D(float3(rotCoordsB * BUFFER_SCREEN_SIZE / grainsize, 2.0)), coloramount); } float3 col = tex2D(ReShade::BackBuffer, texCoord).rgb; const float3 lumcoeff = float3(0.299, 0.587, 0.114); float luminance = lerp(0.0, dot(col, lumcoeff), lumamount); float lum = smoothstep(0.2, 0.0, luminance); lum += luminance; noise = lerp(noise, 0.0, pow(lum, 4.0)); col = col + noise * grainamount; return float4(col, 1.0); } technique FilmGrain2 { pass { VertexShader = PostProcessVS; PixelShader = main; } }