The Noise And Grain image effect simulates noise and film grain which is a typical effect happening in film or photography. This special noise implementation can even be used to enhance image contrast as it’s using a special blend mode. It also enables typical noise scenarios, such as as low level light noise or softening glowing halo’s or bloom borders.
The DirectX 11 / OpenGL 3 implementation is totally independent of any texture reads and thus a good fit for modern graphics hardware.
The standard version uses a noise texture that should have an average luminance of 0.5 to prevent unwanted brightness changes of the resulting image. The used default texture is an example for this.
|DirectX11 Grain||Enable high quality noise and grain (DX11/GL3 only).|
|Monochrome||Use greyscale noise only.|
|Intensity Multiplier||Global intensity adjustment.|
|General||Add noise equally for all luminance ranges.|
|Black Boost||Add extra low luminance noise.|
|White Boost||Add extra high luminance noise.|
|Mid Grey||Defines ranges for high-level and low-level noise ranges above.|
|Color Weights||Additionally tint noise.|
|Texture||Texture used for non-DX11 mode.|
|Softness||Defines noise or grain crispness. Higher values might yield better performance but require temporary a render target.|
|Tiling||Noise pattern tiling (can be tweaked for all color channels individually when in non-DX11 texture mode).|
Este efecto debería corre en todo el hardware que Unity soporta.