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76 lines
1.8 KiB
76 lines
1.8 KiB
Shader "Hidden/PostProcessing/Debug/Waveform"
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{
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HLSLINCLUDE
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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<uint4> _WaveformBuffer;
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float3 _WaveformParameters; // x: buffer width, y: buffer 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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};
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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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return o;
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}
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float3 Tonemap(float3 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 .xxx, x - 0.004 .xxx);
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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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const float3 red = float3(1.40, 0.03, 0.02);
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const float3 green = float3(0.02, 1.10, 0.05);
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const float3 blue = float3(0.00, 0.25, 1.50);
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float3 color = float3(0.00, 0.00, 0.00);
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float3 waveform = _WaveformBuffer[uint(i.vertex.x) * _WaveformParameters.y + uint(i.vertex.y)].xyz;
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color += red * waveform.r;
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color += green * waveform.g;
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color += blue * waveform.b;
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return float4(saturate(Tonemap(color, _WaveformParameters.z)), 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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