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DMD3502-Cutscene-JacobTomassi/Cutscene/Assets/LowpolySimpleHouse/PostProcessing/Editor Resources/Monitors/VectorscopeRender.shader
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Shader "Hidden/Post FX/Monitors/Vectorscope Render" | |
{ | |
SubShader | |
{ | |
ZTest Always Cull Off ZWrite Off | |
Fog { Mode off } | |
CGINCLUDE | |
#pragma fragmentoption ARB_precision_hint_fastest | |
#pragma target 5.0 | |
#include "UnityCG.cginc" | |
StructuredBuffer<uint> _Vectorscope; | |
float2 _Size; | |
float _Exposure; | |
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; | |
} | |
float3 YuvToRgb(float3 c) | |
{ | |
float R = c.x + 0.000 * c.y + 1.403 * c.z; | |
float G = c.x - 0.344 * c.y - 0.714 * c.z; | |
float B = c.x - 1.773 * c.y + 0.000 * c.z; | |
return float3(R, G, B); | |
} | |
float4 FragBackground(v2f_img i) : SV_Target | |
{ | |
i.uv.x = 1.0 - i.uv.x; | |
float2 uv = i.uv - (0.5).xx; | |
float3 c = YuvToRgb(float3(0.5, uv.x, uv.y)); | |
float dist = sqrt(dot(uv, uv)); | |
float delta = fwidth(dist); | |
float alphaOut = 1.0 - smoothstep(0.5 - delta, 0.5 + delta, dist); | |
float alphaIn = smoothstep(0.495 - delta, 0.495 + delta, dist); | |
uint2 uvI = i.pos.xy; | |
uint v = _Vectorscope[uvI.x + uvI.y * _Size.x]; | |
float vt = saturate(Tonemap(v, _Exposure)); | |
float4 color = float4(lerp(c, (0.0).xxx, vt), alphaOut); | |
color.rgb += alphaIn; | |
return color; | |
} | |
float4 FragNoBackground(v2f_img i) : SV_Target | |
{ | |
i.uv.x = 1.0 - i.uv.x; | |
float2 uv = i.uv - (0.5).xx; | |
float dist = sqrt(dot(uv, uv)); | |
float delta = fwidth(dist); | |
float alphaOut = 1.0 - smoothstep(0.5 - delta, 0.5 + delta, dist); | |
float alphaIn = smoothstep(0.495 - delta, 0.495 + delta, dist); | |
uint2 uvI = i.pos.xy; | |
uint v = _Vectorscope[uvI.x + uvI.y * _Size.x]; | |
float vt = saturate(Tonemap(v, _Exposure)); | |
float4 color = float4((1.0).xxx, vt + alphaIn * alphaOut); | |
return color; | |
} | |
ENDCG | |
// (0) | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert_img | |
#pragma fragment FragBackground | |
ENDCG | |
} | |
// (1) | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert_img | |
#pragma fragment FragNoBackground | |
ENDCG | |
} | |
} | |
FallBack off | |
} |