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#include "ColorGrading.cginc"
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// Grain
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half2 _Grain_Params1; // x: lum_contrib, y: intensity
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half4 _Grain_Params2; // x: xscale, h: yscale, z: xoffset, w: yoffset
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sampler2D _GrainTex;
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// Dithering
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sampler2D _DitheringTex;
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float4 _DitheringCoords;
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float3 UberSecondPass(half3 color, float2 uv)
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{
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// Grain
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#if GRAIN
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{
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float3 grain = tex2D(_GrainTex, uv * _Grain_Params2.xy + _Grain_Params2.zw).rgb;
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// Noisiness response curve based on scene luminance
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float lum = 1.0 - sqrt(AcesLuminance(color));
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lum = lerp(1.0, lum, _Grain_Params1.x);
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color += color * grain * _Grain_Params1.y * lum;
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}
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#endif
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// Blue noise dithering
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#if DITHERING
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{
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// Symmetric triangular distribution on [-1,1] with maximal density at 0
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float noise = tex2D(_DitheringTex, uv * _DitheringCoords.xy + _DitheringCoords.zw).a * 2.0 - 1.0;
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noise = sign(noise) * (1.0 - sqrt(1.0 - abs(noise))) / 255.0;
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color += noise;
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}
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#endif
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return color;
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}
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