mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-15 22:25:07 +00:00
bdfb27b225
* Spaceball cleanup and small bug fix * Replace old hit sound in spaceball * Camera filters * added 9 new filters, including 3 types of sepia * oops * remark * normalization of fade out and fade in on filters are by 100 * GenerateFilterTypeEnum comments
130 lines
6.8 KiB
Text
130 lines
6.8 KiB
Text
// Amplify Color - Advanced Color Grading for Unity
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// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
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Shader "Hidden/Amplify Color/MaskBlend"
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{
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Properties
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{
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_MainTex ( "Base (RGB)", Any ) = "" {}
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_RgbTex ( "LUT (RGB)", 2D ) = "" {}
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_LerpRgbTex ( "LerpRGB (RGB)", 2D ) = "" {}
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_MaskTex ( "Mask (RGB)", Any ) = "" {}
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_RgbBlendCacheTex ( "RgbBlendCache (RGB)", 2D ) = "" {}
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}
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CGINCLUDE
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 3.0
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#include "Common.cginc"
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inline float4 apply_grading( v2f i, float4 color, const bool mobile )
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{
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float4 stereoST = float4( _StereoScale.xy, ( ( unity_StereoEyeIndex == 0 ) ? float2( 0, 0 ) : _StereoScale.zw ) );
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float mask = tex2D( _MaskTex, i.uv01Stereo.zw * stereoST.xy + stereoST.zw ).r;
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return lerp( color, apply_blend( color, mobile ), mask );
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}
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inline float4 frag_ldr_gamma( v2f i, const bool mobile )
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{
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init_frag( i );
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float4 color = fetch_process_ldr_gamma( i, mobile );
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color = apply_grading( i, color, mobile );
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return output_ldr_gamma( color );
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}
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inline float4 frag_ldr_linear( v2f i, const bool mobile )
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{
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init_frag( i );
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float4 color = fetch_process_ldr_linear( i, mobile );
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color = apply_grading( i, color, mobile );
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return output_ldr_linear( color );
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}
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inline float4 frag_hdr_gamma( v2f i, const bool mobile, const bool dithering, const int tonemapper )
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{
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init_frag( i );
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float4 color = fetch_process_hdr_gamma( i, mobile, dithering, tonemapper );
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color = apply_grading( i, color, mobile );
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return output_hdr_gamma( color );
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}
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inline float4 frag_hdr_linear( v2f i, const bool mobile, const bool dithering, const int tonemapper )
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{
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init_frag( i );
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float4 color = fetch_process_hdr_linear( i, mobile, dithering, tonemapper );
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color = apply_grading( i, color, mobile );
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return output_hdr_linear( color );
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}
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ENDCG
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Subshader
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{
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ZTest Always Cull Off ZWrite Off Blend Off Fog { Mode off }
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// -- QUALITY NORMAL --------------------------------------------------------------
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// 0 => LDR GAMMA
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Pass{ CGPROGRAM float4 frag( v2f i ) : SV_Target{ return frag_ldr_gamma( i, false ); } ENDCG }
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// 1 => LDR LINEAR
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Pass{ CGPROGRAM float4 frag( v2f i ) : SV_Target{ return frag_ldr_linear( i, false ); } ENDCG }
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// 2-5 => HDR GAMMA / DITHERING: OFF
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Pass{ CGPROGRAM float4 frag( v2f i ) : SV_Target{ return frag_hdr_gamma( i, false, false, TONEMAPPING_DISABLED ); } ENDCG }
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Pass{ CGPROGRAM float4 frag( v2f i ) : SV_Target{ return frag_hdr_gamma( i, false, false, TONEMAPPING_PHOTO ); } ENDCG }
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Pass{ CGPROGRAM float4 frag( v2f i ) : SV_Target{ return frag_hdr_gamma( i, false, false, TONEMAPPING_HABLE ); } ENDCG }
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Pass{ CGPROGRAM float4 frag( v2f i ) : SV_Target{ return frag_hdr_gamma( i, false, false, TONEMAPPING_ACES ); } ENDCG }
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// 6-9 => HDR GAMMA / DITHERING: ON
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Pass{ CGPROGRAM float4 frag( v2f i ) : SV_Target{ return frag_hdr_gamma( i, false, true, TONEMAPPING_DISABLED ); } ENDCG }
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Pass{ CGPROGRAM float4 frag( v2f i ) : SV_Target{ return frag_hdr_gamma( i, false, true, TONEMAPPING_PHOTO ); } ENDCG }
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Pass{ CGPROGRAM float4 frag( v2f i ) : SV_Target{ return frag_hdr_gamma( i, false, true, TONEMAPPING_HABLE ); } ENDCG }
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Pass{ CGPROGRAM float4 frag( v2f i ) : SV_Target{ return frag_hdr_gamma( i, false, true, TONEMAPPING_ACES ); } ENDCG }
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// 10-13 => HDR LINEAR / DITHERING: OFF
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Pass{ CGPROGRAM float4 frag( v2f i ) : SV_Target{ return frag_hdr_linear( i, false, false, TONEMAPPING_DISABLED ); } ENDCG }
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Pass{ CGPROGRAM float4 frag( v2f i ) : SV_Target{ return frag_hdr_linear( i, false, false, TONEMAPPING_PHOTO ); } ENDCG }
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Pass{ CGPROGRAM float4 frag( v2f i ) : SV_Target{ return frag_hdr_linear( i, false, false, TONEMAPPING_HABLE ); } ENDCG }
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Pass{ CGPROGRAM float4 frag( v2f i ) : SV_Target{ return frag_hdr_linear( i, false, false, TONEMAPPING_ACES ); } ENDCG }
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// 14-17 => HDR LINEAR / DITHERING: ON
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Pass{ CGPROGRAM float4 frag( v2f i ) : SV_Target{ return frag_hdr_linear( i, false, true, TONEMAPPING_DISABLED ); } ENDCG }
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Pass{ CGPROGRAM float4 frag( v2f i ) : SV_Target{ return frag_hdr_linear( i, false, true, TONEMAPPING_PHOTO ); } ENDCG }
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Pass{ CGPROGRAM float4 frag( v2f i ) : SV_Target{ return frag_hdr_linear( i, false, true, TONEMAPPING_HABLE ); } ENDCG }
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Pass{ CGPROGRAM float4 frag( v2f i ) : SV_Target{ return frag_hdr_linear( i, false, true, TONEMAPPING_ACES ); } ENDCG }
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// -- QUALITY MOBILE --------------------------------------------------------------
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// 18 => LDR GAMMA
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Pass { CGPROGRAM float4 frag( v2f i ) : SV_Target { return frag_ldr_gamma( i, true ); } ENDCG }
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// 19 => LDR LINEAR
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Pass { CGPROGRAM float4 frag( v2f i ) : SV_Target { return frag_ldr_linear( i, true ); } ENDCG }
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// 20-23 => HDR GAMMA / DITHERING: OFF
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Pass { CGPROGRAM float4 frag( v2f i ) : SV_Target { return frag_hdr_gamma( i, true, false, TONEMAPPING_DISABLED ); } ENDCG }
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Pass { CGPROGRAM float4 frag( v2f i ) : SV_Target { return frag_hdr_gamma( i, true, false, TONEMAPPING_PHOTO ); } ENDCG }
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Pass { CGPROGRAM float4 frag( v2f i ) : SV_Target { return frag_hdr_gamma( i, true, false, TONEMAPPING_HABLE ); } ENDCG }
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Pass { CGPROGRAM float4 frag( v2f i ) : SV_Target { return frag_hdr_gamma( i, true, false, TONEMAPPING_ACES ); } ENDCG }
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// 24-27 => HDR GAMMA / DITHERING: ON
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Pass { CGPROGRAM float4 frag( v2f i ) : SV_Target { return frag_hdr_gamma( i, true, true, TONEMAPPING_DISABLED ); } ENDCG }
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Pass { CGPROGRAM float4 frag( v2f i ) : SV_Target { return frag_hdr_gamma( i, true, true, TONEMAPPING_PHOTO ); } ENDCG }
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Pass { CGPROGRAM float4 frag( v2f i ) : SV_Target { return frag_hdr_gamma( i, true, true, TONEMAPPING_HABLE ); } ENDCG }
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Pass { CGPROGRAM float4 frag( v2f i ) : SV_Target { return frag_hdr_gamma( i, true, true, TONEMAPPING_ACES ); } ENDCG }
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// 28-31 => HDR LINEAR / DITHERING: OFF
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Pass { CGPROGRAM float4 frag( v2f i ) : SV_Target { return frag_hdr_linear( i, true, false, TONEMAPPING_DISABLED ); } ENDCG }
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Pass { CGPROGRAM float4 frag( v2f i ) : SV_Target { return frag_hdr_linear( i, true, false, TONEMAPPING_PHOTO ); } ENDCG }
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Pass { CGPROGRAM float4 frag( v2f i ) : SV_Target { return frag_hdr_linear( i, true, false, TONEMAPPING_HABLE ); } ENDCG }
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Pass { CGPROGRAM float4 frag( v2f i ) : SV_Target { return frag_hdr_linear( i, true, false, TONEMAPPING_ACES ); } ENDCG }
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// 32-35 => HDR LINEAR / DITHERING: ON
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Pass { CGPROGRAM float4 frag( v2f i ) : SV_Target { return frag_hdr_linear( i, true, true, TONEMAPPING_DISABLED ); } ENDCG }
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Pass { CGPROGRAM float4 frag( v2f i ) : SV_Target { return frag_hdr_linear( i, true, true, TONEMAPPING_PHOTO ); } ENDCG }
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Pass { CGPROGRAM float4 frag( v2f i ) : SV_Target { return frag_hdr_linear( i, true, true, TONEMAPPING_HABLE ); } ENDCG }
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Pass { CGPROGRAM float4 frag( v2f i ) : SV_Target { return frag_hdr_linear( i, true, true, TONEMAPPING_ACES ); } ENDCG }
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}
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Fallback Off
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}
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