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2.0 KiB

Shader "Hidden/GUITextureBlit2SRGB" {
Properties
{
_MainTex ("Texture", any) = "" {}
_Color("Multiplicative color", Color) = (1.0, 1.0, 1.0, 1.0)
}
SubShader {
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass {
ZTest Always Cull Off ZWrite Off
// Shader slightly adapted from the builtin renderer
// It can consume an exposure texture to setup the exposure in the render
HLSLPROGRAM
#pragma editor_sync_compilation
#pragma target 4.5
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch switch2
#pragma vertex vert
#pragma fragment frag
#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/ShaderLibrary/EditorShaderVariables.hlsl"
TEXTURE2D(_MainTex);
uniform float4 _MainTex_ST;
uniform float4 _Color;
uniform float _MipLevel;
uniform float _Exposure;
uniform bool _ManualTex2SRGB;
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
};
v2f vert (appdata_t v)
{
v2f o;
o.vertex = mul(unity_MatrixVP, v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord.xy, _MainTex);
return o;
}
float4 frag (v2f i) : SV_Target
{
float4 colTex = SAMPLE_TEXTURE2D_LOD(_MainTex, s_linear_clamp_sampler, i.texcoord, _MipLevel);
return colTex * _Color * exp2(_Exposure);
}
ENDHLSL
}
}
Fallback Off
}