Converted from webgl shaders (source at devmaster.net). This should be nice as a camera shader?
Adjustable parameters in shader:
– SepiaValue, NoiseValue, ScratchValue, InnerVignetting, OuterVignetting, RandomValue, TimeLapse
Original barn image: http://www.cgtextures.com/texview.php?id=12170
Webplayer:
http://unitycoder.com/upload/demos/OldFilmShader1/
Readme pdf:
README_OldFilmFx_Shader_web
Purchase: (unity package)
0.50 eur
*unitypackage is saved with unity 3.5.6f4 (comes with example scene, see the ReadMe pdf above for more information)
Or use this,
Free source:
// old film shader, converted to unity from : http://devmaster.net/posts/shader-effects-old-film // http://unitycoder.com/blog/2012/08/05/old-film-shader/ Shader "UnityCoder/OldFilm1" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} SepiaValue("SepiaValue", Float) = 0 NoiseValue("NoiseValue", Float) = 0 ScratchValue("ScratchValue", Float) = 0 InnerVignetting("InnerVignetting", Float) = 0 OuterVignetting("OuterVignetting", Float) = 0 RandomValue("RandomValue", Float) = 0 TimeLapse("TimeLapse", Float) = 0 } SubShader { Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM #pragma target 3.0 #pragma surface surf Lambert sampler2D _MainTex; uniform float SepiaValue; uniform float NoiseValue; uniform float ScratchValue; uniform float InnerVignetting; uniform float OuterVignetting; uniform float RandomValue; uniform float TimeLapse; struct Input { float2 uv_MainTex; }; /// <summary> /// Computes the overlay between the source and destination colours. /// <summary> float3 Overlay (float3 src, float3 dst) { // if (dst <= O) then: 2 * src * dst // if (dst > O) then: 1 - 2 * (1 - dst) * (1 - src) return float3((dst.x <= 0.5) ? (2.0 * src.x * dst.x) : (1.0 - 2.0 * (1.0 - dst.x) * (1.0 - src.x)), (dst.y <= 0.5) ? (2.0 * src.y * dst.y) : (1.0 - 2.0 * (1.0 - dst.y) * (1.0 - src.y)), (dst.z <= 0.5) ? (2.0 * src.z * dst.z) : (1.0 - 2.0 * (1.0 - dst.z) * (1.0 - src.z))); } float3 mod289(float3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } float2 mod289(float2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } float3 permute(float3 x) { return mod289(((x*34.0)+1.0)*x); } float snoise (float2 v) { const float4 C = float4(0.211324865405187, // (3.0-sqrt(3.0))/6.0 0.366025403784439, // 0.5*(sqrt(3.0)-1.0) -0.577350269189626, // -1.0 + 2.0 * C.x 0.024390243902439); // 1.0 / 41.0 // First corner float2 i = floor(v + dot(v, C.yy) ); float2 x0 = v - i + dot(i, C.xx); // Other corners float2 i1; i1 = (x0.x > x0.y) ? float2(1.0, 0.0) : float2(0.0, 1.0); float4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; // Permutations i = mod289(i); // Avoid truncation effects in permutation float3 p = permute( permute( i.y + float3(0.0, i1.y, 1.0 )) + i.x + float3(0.0, i1.x, 1.0 )); float3 m = max(0.5 - float3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0); m = m*m ; m = m*m ; // Gradients: 41 points uniformly over a line, mapped onto a diamond. // The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287) float3 x = 2.0 * frac(p * C.www) - 1.0; float3 h = abs(x) - 0.5; float3 ox = floor(x + 0.5); float3 a0 = x - ox; // Normalise gradients implicitly by scaling m // Approximation of: m *= inversesqrt( a0*a0 + h*h ); m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h ); // Compute final noise value at P float3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot(m, g); } void surf (Input IN, inout SurfaceOutput o) { // Sepia RGB value float3 sepia = float3(112.0 / 255.0, 66.0 / 255.0, 20.0 / 255.0); // Step 1: Convert to grayscale float3 colour = tex2D(_MainTex, IN.uv_MainTex.xy).xyz; float gray = (colour.x + colour.y + colour.z) / 3.0; float3 grayscale = float3(gray); // Step 2: Appy sepia overlay float3 finalColour = Overlay(sepia, grayscale); // Step 3: Lerp final sepia colour finalColour = grayscale + SepiaValue * (finalColour - grayscale); // Step 4: Add noise float noise = snoise(IN.uv_MainTex.xy * float2(1024.0 + RandomValue * 512.0, 1024.0 + RandomValue * 512.0)) * 0.5; finalColour += noise * NoiseValue; // Optionally add noise as an overlay, simulating ISO on the camera //vec3 noiseOverlay = Overlay(finalColour, vec3(noise)); //finalColour = finalColour + NoiseValue * (finalColour - noiseOverlay); // Step 5: Apply scratches if ( RandomValue < ScratchValue ) { // Pick a random spot to show scratches float dist = 1.0 / ScratchValue; //RandomValue *= _Time.y*10; float d = distance(IN.uv_MainTex.xy, float2(RandomValue * dist, RandomValue * dist)); if ( d < 0.4 ) { // Generate the scratch float xPeriod = 8.0; float yPeriod = 1.0; float pi = 3.141592; float phase = TimeLapse; // float phase = _Time.x*TimeLapse; // float phase = _Time.x; float turbulence = snoise(IN.uv_MainTex.xy * 2.5); float vScratch = 0.5 + (sin(((IN.uv_MainTex.x * xPeriod + IN.uv_MainTex.y * yPeriod + turbulence)) * pi + phase) * 0.5); vScratch = clamp((vScratch * 10000.0) + 0.35, 0.0, 1.0); finalColour.xyz *= vScratch; } } // Step 6: Apply vignetting // Max distance from centre to corner is ~0.7. Scale that to 1.0. float d = distance(float2(0.5, 0.5), IN.uv_MainTex) * 1.414213; float vignetting = clamp((OuterVignetting - d) / (OuterVignetting - InnerVignetting), 0.0, 1.0); finalColour.xyz *= vignetting; // Apply colour //gl_FragColor.xyz = finalColour; //gl_FragColor.w = 1.0; //half4 c = tex2D (_MainTex, IN.uv_MainTex); o.Albedo = finalColour; o.Alpha = 1; } ENDCG } FallBack "Diffuse" }