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77 lines
1.9 KiB
77 lines
1.9 KiB
Shader "Hidden/PostProcessing/Debug/Vectorscope"
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{
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HLSLINCLUDE
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch switch2
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#pragma target 4.5
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StructuredBuffer<uint> _VectorscopeBuffer;
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float3 _VectorscopeParameters; // x: width, y: height, z: exposure
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struct Attributes
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{
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uint vertexID : SV_VertexID;
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};
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struct Varyings
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{
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float4 vertex : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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Varyings Vert(Attributes input)
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{
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Varyings o;
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o.vertex = GetFullScreenTriangleVertexPosition(input.vertexID);
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o.uv = GetFullScreenTriangleTexCoord (input.vertexID);
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return o;
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}
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float Tonemap(float x, float exposure)
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{
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const float a = 6.2;
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const float b = 0.5;
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const float c = 1.7;
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const float d = 0.06;
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x *= exposure;
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x = max(0.0, x - 0.004);
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x = (x * (a * x + b)) / (x * (a * x + c) + d);
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return x * x;
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}
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float4 Frag(Varyings i) : SV_Target
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{
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i.uv.x = 1.0 - i.uv.x;
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const float3 color = YCoCgToRGB(float3(0.5, i.uv.x, i.uv.y));
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const uint2 uvI = i.uv.xy * _VectorscopeParameters.xy;
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const uint v = _VectorscopeBuffer[uvI.x + uvI.y * _VectorscopeParameters.x];
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const float vt = saturate(Tonemap(v, _VectorscopeParameters.z));
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return float4(lerp(color, (0.0).xxx, vt), 1.0);
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}
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ENDHLSL
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SubShader
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{
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Cull Off
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ZWrite Off
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ZTest Always
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Pass
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{
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment Frag
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ENDHLSL
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}
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}
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}
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