Shader "Hidden/PostProcessing/Debug/Waveform" { HLSLINCLUDE #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch switch2 #pragma target 4.5 StructuredBuffer _WaveformBuffer; float3 _WaveformParameters; // x: buffer width, y: buffer height, z: exposure struct Attributes { uint vertexID : SV_VertexID; }; struct Varyings { float4 vertex : SV_POSITION; }; Varyings Vert(Attributes input) { Varyings o; o.vertex = GetFullScreenTriangleVertexPosition(input.vertexID); return o; } float3 Tonemap(float3 x, float exposure) { const float a = 6.2; const float b = 0.5; const float c = 1.7; const float d = 0.06; x *= exposure; x = max(0.0 .xxx, x - 0.004 .xxx); x = x * (a * x + b) / (x * (a * x + c) + d); return x * x; } float4 Frag(Varyings i) : SV_Target { const float3 red = float3(1.40, 0.03, 0.02); const float3 green = float3(0.02, 1.10, 0.05); const float3 blue = float3(0.00, 0.25, 1.50); float3 color = float3(0.00, 0.00, 0.00); float3 waveform = _WaveformBuffer[uint(i.vertex.x) * _WaveformParameters.y + uint(i.vertex.y)].xyz; color += red * waveform.r; color += green * waveform.g; color += blue * waveform.b; return float4(saturate(Tonemap(color, _WaveformParameters.z)), 1.0); } ENDHLSL SubShader { Cull Off ZWrite Off ZTest Always Pass { HLSLPROGRAM #pragma vertex Vert #pragma fragment Frag ENDHLSL } } }