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Shader "Hidden/HDRP/DebugHDR"
{
HLSLINCLUDE
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Components/Tonemapping.cs.hlsl"
#define DEBUG_DISPLAY
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/ACES.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/HDROutput.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Debug.hlsl"
#pragma vertex Vert
#pragma target 4.5
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch switch2
TEXTURE2D_X(_DebugFullScreenTexture);
float4 _HDRDebugParams;
float4 _HDROutputParams;
float4 _HDROutputParams2;
#define _MinNits _HDROutputParams.x
#define _MaxNits _HDROutputParams.y
#define _PaperWhite _HDROutputParams.z
#define _RangeReductionMode (int)_HDROutputParams2.x
#define _TonemapType _HDRDebugParams.w
TEXTURE2D_X(_xyBuffer);
struct Attributes
{
uint vertexID : SV_VertexID;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
Varyings Vert(Attributes input)
{
Varyings output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
output.texcoord = GetNormalizedFullScreenTriangleTexCoord(input.vertexID);
return output;
}
float3 ToHeat(float value)
{
float3 r = value * 2.1f - float3(1.8f, 1.14f, 0.3f);
return 1.0f - r * r;
}
float3 FragMetering(Varyings input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
float2 uv = input.texcoord.xy;
float3 color = SAMPLE_TEXTURE2D_X_LOD(_DebugFullScreenTexture, s_linear_clamp_sampler, uv, 0.0).xyz;
return color;
}
float DistToLine(float2 pt1, float2 pt2, float2 testPt)
{
float2 lineDir = pt2 - pt1;
float2 perpDir = float2(lineDir.y, -lineDir.x);
float2 dirToPt1 = pt1 - testPt;
return (dot(normalize(perpDir), dirToPt1));
}
float2 RGBtoxy(float3 rgb)
{
float3 XYZ = RotateOutputSpaceToXYZ(rgb);
return XYZtoxy(XYZ);
}
float3 uvToGamut(float2 uv)
{
float3 xyzColor = xyYtoXYZ(float3(uv.x, uv.y, 1.0f));
float3 linearRGB = RotateXYZToOutputSpace(xyzColor);
float scale = 1.0f / length(linearRGB);
float desat = dot(linearRGB, 0.333f);
scale *= 1.0 + exp(-length(linearRGB - desat) * 2.0f) * 0.5f;
linearRGB *= scale;
return linearRGB;
}
bool IsInImage(float2 xy)
{
return SAMPLE_TEXTURE2D_X_LOD(_xyBuffer, s_point_clamp_sampler, xy, 0.0).x != 0;
}
float3 CommonFrag(Varyings input, bool displayClip)
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
float2 uv = input.texcoord.xy;
float3 color = SAMPLE_TEXTURE2D_X_LOD(_DebugFullScreenTexture, s_linear_clamp_sampler, uv, 0.0).xyz;
int gamutPiPSize = _ScreenSize.x / 3.0f;
float2 r_2020 = float2(0.708, 0.292);
float2 g_2020 = float2(0.170, 0.797);
float2 b_2020 = float2(0.131, 0.046);
float2 r_709 = float2(0.64, 0.33);
float2 g_709 = float2(0.3, 0.6);
float2 b_709 = float2(0.15, 0.06);
float2 r_p3 = float2(0.68, 0.32);
float2 g_p3 = float2(0.265, 0.69);
float2 b_p3 = float2(0.15, 0.06);
float2 pos = input.positionCS.xy;
float lineThickness = 0.002;
float2 xy = RGBtoxy(color.rgb);
float3 rec2020Color = float3(_PaperWhite, 0, 0);
float3 rec2020ColorDesat = float3(3.0, 0.5, 0.5);
float3 rec709Color = float3(0, _PaperWhite, 0);
float3 rec709ColorDesat = float3(0.4, 0.6, 0.4);
float3 p3Color = float3(0, 0, _PaperWhite);
float3 p3ColorDesat = float3(0.4, 0.4, 0.6);
if (displayClip)
{
float clipAlpha = 0.2f;
if (IsPointInTriangle(xy, r_709, g_709, b_709))
{
color.rgb = (color.rgb * (1 - clipAlpha) + clipAlpha * rec709Color);
}
else if (IsPointInTriangle(xy, r_p3, g_p3, b_p3))
{
color.rgb = (color.rgb * (1 - clipAlpha) + clipAlpha * p3Color);
}
else if (IsPointInTriangle(xy, r_2020, g_2020, b_2020))
{
color.rgb = (color.rgb * (1 - clipAlpha) + clipAlpha * rec2020Color);
}
}
float4 gamutColor = 0;
if (all(pos < gamutPiPSize))
{
float2 uv = pos / gamutPiPSize;
float4 lineColor = DrawSegment(uv, g_709, b_709, lineThickness, float3(0, 0, 0)) + DrawSegment(uv, b_709, r_709, lineThickness, float3(0, 0, 0)) +
DrawSegment(uv, r_709, g_709, lineThickness, float3(0, 0, 0)) +
DrawSegment(uv, g_2020, b_2020, lineThickness, float3(0, 0, 0)) + DrawSegment(uv, b_2020, r_2020, lineThickness, float3(0, 0, 0)) +
DrawSegment(uv, r_2020, g_2020, lineThickness, float3(0, 0, 0)) +
DrawSegment(uv, g_p3, b_p3, lineThickness, float3(0, 0, 0)) + DrawSegment(uv, b_p3, r_p3, lineThickness, float3(0, 0, 0)) +
DrawSegment(uv, r_p3, g_p3, lineThickness, float3(0, 0, 0));
float3 linearRGB = 0;
if (IsPointInTriangle(uv, r_2020, g_2020, b_2020))
{
float3 colorSpaceColor = rec709Color;
linearRGB = uvToGamut(uv);
if (displayClip)
{
if (IsPointInTriangle(uv, r_709, g_709, b_709))
{
colorSpaceColor = rec709Color;
linearRGB.rgb = rec709ColorDesat;
}
else if (IsPointInTriangle(uv, r_p3, g_p3, b_p3))
{
colorSpaceColor = p3Color;
linearRGB.rgb = p3ColorDesat;
}
else
{
colorSpaceColor = rec2020Color;
linearRGB.rgb = rec2020ColorDesat;
}
}
gamutColor.a = max(lineColor.a, 0.15);
gamutColor.rgb = linearRGB * _PaperWhite;
if (IsInImage(uv))
{
gamutColor.a = 1;
if (displayClip)
gamutColor.rgb = colorSpaceColor;
}
}
gamutColor.rgb = gamutColor.rgb * (1.0f - lineColor.a) + lineColor.rgb;
}
color.rgb = gamutColor.rgb * gamutColor.a + color.rgb * (1 - gamutColor.a);
return color;
}
float3 FragColorGamut(Varyings input) : SV_Target
{
return CommonFrag(input, false);
}
float3 FragColorGamutClip(Varyings input) : SV_Target
{
return CommonFrag(input, true);
}
float3 FragNits(Varyings input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
float2 uv = input.texcoord.xy;
float3 color = SAMPLE_TEXTURE2D_X_LOD(_DebugFullScreenTexture, s_linear_clamp_sampler, uv, 0.0).xyz;
float maxC = max(color.x, max(color.y, color.z));
if (maxC > _PaperWhite)
{
if ( maxC > _MaxNits)
{
return float3(0, 0, _PaperWhite);
}
else
{
float t = (maxC - _PaperWhite) / (_MaxNits - _PaperWhite);
return lerp(float3(_PaperWhite, _PaperWhite, 0), float3(_PaperWhite, 0, 0), saturate(t));
}
}
else
{
return Luminance(color).xxx;
}
}
ENDHLSL
SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
ZWrite Off
ZTest Always
Blend Off
Cull Off
HLSLPROGRAM
#pragma fragment FragColorGamut
ENDHLSL
}
Pass
{
ZWrite Off
ZTest Always
Blend Off
Cull Off
HLSLPROGRAM
#pragma fragment FragColorGamutClip
ENDHLSL
}
Pass
{
ZWrite Off
ZTest Always
Blend Off
Cull Off
HLSLPROGRAM
#pragma fragment FragNits
ENDHLSL
}
}
Fallback Off
}