本記事はQualiArts Advent Calender 2025の15日目の記事になります。
はじめに
ノベルゲームで、回想シーン、よくありますよね。
画像をセピア加工くらいでもいいですが、折角なら、もう少しだけ演出をモリモリにしたいですよね。
シェーダー
Unity 6000.0.58f1で動作確認をしています。
Shader "UI/Recollection"
{
Properties
{
[PerRendererData] _MainTex ("Sprite", 2D) = "white" {}
_Color("Tint", Color) = (1,1,1,1)
// --- Vignette ---
_VignetteIntensity("Vignette Intensity", Range(0,1)) = 0.6
_VignetteSoftness("Vignette Softness", Range(0.001,1)) = 0.35
_VignetteRoundness("Vignette Roundness", Range(0.5,4)) = 1.6
_VignetteCenter("Vignette Center (UV)", Vector) = (0.5, 0.5, 0, 0)
_VignetteColor("Vignette Color", Color) = (0,0,0,1)
// --- Film Grain / Noise ---
_NoiseIntensity("Noise Intensity", Range(0,1)) = 0.25
_NoiseScale("Noise Scale", Range(16,1024)) = 220
_NoiseSpeed("Noise Speed", Range(0,10)) = 3.0
// --- Desaturate ---
_Desaturate("Desaturate", Range(0,1)) = 0.4
// UI standard stuff
[HideInInspector]_StencilComp ("Stencil Comparison", Float) = 8
[HideInInspector]_Stencil ("Stencil ID", Float) = 0
[HideInInspector]_StencilOp ("Stencil Operation", Float) = 0
[HideInInspector]_StencilWriteMask ("Stencil Write Mask", Float) = 255
[HideInInspector]_StencilReadMask ("Stencil Read Mask", Float) = 255
[HideInInspector]_ColorMask ("Color Mask", Float) = 15
[HideInInspector]_UseUIAlphaClip ("Use Alpha Clip", Float) = 0
[HideInInspector]_ClipRect ("Clip Rect", Vector) = (-32767,-32767,32767,32767)
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest Always
Blend SrcAlpha OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
Name "Default"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
#include "UnityCG.cginc"
#include "UnityUI.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 clipPos : TEXCOORD1;
};
struct v2f
{
float4 vertex : SV_POSITION;
float4 color : COLOR;
float2 uv : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Color;
float4 _ClipRect;
// Vignette
float _VignetteIntensity;
float _VignetteSoftness;
float _VignetteRoundness;
float4 _VignetteCenter; // xy only
fixed4 _VignetteColor;
// Noise
float _NoiseIntensity;
float _NoiseScale;
float _NoiseSpeed;
// Desaturate
float _Desaturate;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
o.color = v.color * _Color;
o.worldPosition = v.vertex;
return o;
}
// Small hash-based noise (fast pseudo-random)
float hash21(float2 p)
{
// shift to reduce visible tiling
p = frac(p);
float3 p3 = frac(float3(p.xyx) * 0.1031);
p3 += dot(p3, p3.yzx + 33.33);
return frac((p3.x + p3.y) * p3.z);
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv) * i.color;
#ifdef UNITY_UI_CLIP_RECT
col.a *= UnityGet2DClipping(i.worldPosition.xy, _ClipRect);
#endif
#ifdef UNITY_UI_ALPHACLIP
if (col.a <= 0.001) discard;
#endif
// --- Desaturate mix ---
float luminance = dot(col.rgb, float3(0.299, 0.587, 0.114));
col.rgb = lerp(col.rgb, luminance.xxx, _Desaturate);
// --- Add film grain ---
float t = _Time.y * _NoiseSpeed;
float2 nUV = i.uv * _NoiseScale + float2(t, t*1.37);
float n = hash21(nUV) * 2.0 - 1.0; // [-1,1]
col.rgb = saturate(col.rgb + n * (_NoiseIntensity * 0.15)); // subtle additive grain
// --- Vignette ---
// Screen-aspect aware UV (approx using _ScreenParams)
float2 uv = i.uv;
float2 center = _VignetteCenter.xy;
float2 p = uv - center;
// correct aspect so circle looks round
float aspect = _ScreenParams.x / _ScreenParams.y;
p.x *= aspect;
// Roundness controls how quickly it ramps near corners
float d = pow(length(p), _VignetteRoundness);
// Soft edge
float vig = smoothstep(1.0 - _VignetteIntensity, 1.0, d / max(_VignetteSoftness, 0.001));
// Blend towards vignette color
col.rgb = lerp(col.rgb, _VignetteColor.rgb, vig * _VignetteColor.a);
return col;
}
ENDCG
}
}
FallBack "UI/Default"
}
以下の効果の複合で回想っぽさを再現しています。
ビネット効果(周辺減光)
- _VignetteIntensityと_VignetteSoftnessのパラメータを使用して、中心座標からグラデーションのビネットカラーを生成、画像とlerp
フィルムグレイン(ノイズ)
- ノイズを生成、斜めのUVアニメーションをかけて加算、フィルム感を出す
デサチュレーション(彩度低下)
- lerpで元の色とグレースケールを_Desaturateの割合でlerpしている
サンプルの動画のパラメータは以下
回想はエモいので、どんどん回想していきましょう
終わり。

