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