mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-22 17:45:16 +00:00
7cb592fc69
* 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
131 lines
6.8 KiB
Text
131 lines
6.8 KiB
Text
// Amplify Color - Advanced Color Grading for Unity
|
|
// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
|
|
|
|
Shader "Hidden/Amplify Color/Mask"
|
|
{
|
|
Properties
|
|
{
|
|
_MainTex ( "Base (RGB)", Any ) = "" {}
|
|
_RgbTex ( "LUT (RGB)", 2D ) = "" {}
|
|
_LerpRgbTex ( "LerpRGB (RGB)", 2D ) = "" {}
|
|
_MaskTex ( "Mask (RGB)", Any ) = "" {}
|
|
_RgbBlendCacheTex ( "RgbBlendCache (RGB)", 2D ) = "" {}
|
|
_StereoScale( "StereoScale", Vector ) = ( 1, 1, 0, 0 )
|
|
}
|
|
|
|
CGINCLUDE
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#pragma target 3.0
|
|
|
|
#include "Common.cginc"
|
|
|
|
inline float4 apply_grading( v2f i, float4 color, const bool mobile )
|
|
{
|
|
float4 stereoST = float4( _StereoScale.xy, ( ( unity_StereoEyeIndex == 0 ) ? float2( 0, 0 ) : _StereoScale.zw ) );
|
|
float mask = tex2D( _MaskTex, i.uv01Stereo.zw * stereoST.xy + stereoST.zw ).r;
|
|
return lerp( color, apply( color, mobile ), mask );
|
|
}
|
|
|
|
inline float4 frag_ldr_gamma( v2f i, const bool mobile )
|
|
{
|
|
init_frag( i );
|
|
float4 color = fetch_process_ldr_gamma( i, mobile );
|
|
color = apply_grading( i, color, mobile );
|
|
return output_ldr_gamma( color );
|
|
}
|
|
|
|
inline float4 frag_ldr_linear( v2f i, const bool mobile )
|
|
{
|
|
init_frag( i );
|
|
float4 color = fetch_process_ldr_linear( i, mobile );
|
|
color = apply_grading( i, color, mobile );
|
|
return output_ldr_linear( color );
|
|
}
|
|
|
|
inline float4 frag_hdr_gamma( v2f i, const bool mobile, const bool dithering, const int tonemapper )
|
|
{
|
|
init_frag( i );
|
|
float4 color = fetch_process_hdr_gamma( i, mobile, dithering, tonemapper );
|
|
color = apply_grading( i, color, mobile );
|
|
return output_hdr_gamma( color );
|
|
}
|
|
|
|
inline float4 frag_hdr_linear( v2f i, const bool mobile, const bool dithering, const int tonemapper )
|
|
{
|
|
init_frag( i );
|
|
float4 color = fetch_process_hdr_linear( i, mobile, dithering, tonemapper );
|
|
color = apply_grading( i, color, mobile );
|
|
return output_hdr_linear( color );
|
|
}
|
|
ENDCG
|
|
|
|
Subshader
|
|
{
|
|
ZTest Always Cull Off ZWrite Off Blend Off Fog { Mode off }
|
|
|
|
// -- QUALITY NORMAL --------------------------------------------------------------
|
|
// 0 => LDR GAMMA
|
|
Pass{ CGPROGRAM float4 frag( v2f i ) : SV_Target{ return frag_ldr_gamma( i, false ); } ENDCG }
|
|
|
|
// 1 => LDR LINEAR
|
|
Pass{ CGPROGRAM float4 frag( v2f i ) : SV_Target{ return frag_ldr_linear( i, false ); } ENDCG }
|
|
|
|
// 2-5 => HDR GAMMA / DITHERING: OFF
|
|
Pass{ CGPROGRAM float4 frag( v2f i ) : SV_Target{ return frag_hdr_gamma( i, false, false, TONEMAPPING_DISABLED ); } ENDCG }
|
|
Pass{ CGPROGRAM float4 frag( v2f i ) : SV_Target{ return frag_hdr_gamma( i, false, false, TONEMAPPING_PHOTO ); } ENDCG }
|
|
Pass{ CGPROGRAM float4 frag( v2f i ) : SV_Target{ return frag_hdr_gamma( i, false, false, TONEMAPPING_HABLE ); } ENDCG }
|
|
Pass{ CGPROGRAM float4 frag( v2f i ) : SV_Target{ return frag_hdr_gamma( i, false, false, TONEMAPPING_ACES ); } ENDCG }
|
|
|
|
// 6-9 => HDR GAMMA / DITHERING: ON
|
|
Pass{ CGPROGRAM float4 frag( v2f i ) : SV_Target{ return frag_hdr_gamma( i, false, true, TONEMAPPING_DISABLED ); } ENDCG }
|
|
Pass{ CGPROGRAM float4 frag( v2f i ) : SV_Target{ return frag_hdr_gamma( i, false, true, TONEMAPPING_PHOTO ); } ENDCG }
|
|
Pass{ CGPROGRAM float4 frag( v2f i ) : SV_Target{ return frag_hdr_gamma( i, false, true, TONEMAPPING_HABLE ); } ENDCG }
|
|
Pass{ CGPROGRAM float4 frag( v2f i ) : SV_Target{ return frag_hdr_gamma( i, false, true, TONEMAPPING_ACES ); } ENDCG }
|
|
|
|
// 10-13 => HDR LINEAR / DITHERING: OFF
|
|
Pass{ CGPROGRAM float4 frag( v2f i ) : SV_Target{ return frag_hdr_linear( i, false, false, TONEMAPPING_DISABLED ); } ENDCG }
|
|
Pass{ CGPROGRAM float4 frag( v2f i ) : SV_Target{ return frag_hdr_linear( i, false, false, TONEMAPPING_PHOTO ); } ENDCG }
|
|
Pass{ CGPROGRAM float4 frag( v2f i ) : SV_Target{ return frag_hdr_linear( i, false, false, TONEMAPPING_HABLE ); } ENDCG }
|
|
Pass{ CGPROGRAM float4 frag( v2f i ) : SV_Target{ return frag_hdr_linear( i, false, false, TONEMAPPING_ACES ); } ENDCG }
|
|
|
|
// 14-17 => HDR LINEAR / DITHERING: ON
|
|
Pass{ CGPROGRAM float4 frag( v2f i ) : SV_Target{ return frag_hdr_linear( i, false, true, TONEMAPPING_DISABLED ); } ENDCG }
|
|
Pass{ CGPROGRAM float4 frag( v2f i ) : SV_Target{ return frag_hdr_linear( i, false, true, TONEMAPPING_PHOTO ); } ENDCG }
|
|
Pass{ CGPROGRAM float4 frag( v2f i ) : SV_Target{ return frag_hdr_linear( i, false, true, TONEMAPPING_HABLE ); } ENDCG }
|
|
Pass{ CGPROGRAM float4 frag( v2f i ) : SV_Target{ return frag_hdr_linear( i, false, true, TONEMAPPING_ACES ); } ENDCG }
|
|
|
|
// -- QUALITY MOBILE --------------------------------------------------------------
|
|
// 18 => LDR GAMMA
|
|
Pass { CGPROGRAM float4 frag( v2f i ) : SV_Target { return frag_ldr_gamma( i, true ); } ENDCG }
|
|
|
|
// 19 => LDR LINEAR
|
|
Pass { CGPROGRAM float4 frag( v2f i ) : SV_Target { return frag_ldr_linear( i, true ); } ENDCG }
|
|
|
|
// 20-23 => HDR GAMMA / DITHERING: OFF
|
|
Pass { CGPROGRAM float4 frag( v2f i ) : SV_Target { return frag_hdr_gamma( i, true, false, TONEMAPPING_DISABLED ); } ENDCG }
|
|
Pass { CGPROGRAM float4 frag( v2f i ) : SV_Target { return frag_hdr_gamma( i, true, false, TONEMAPPING_PHOTO ); } ENDCG }
|
|
Pass { CGPROGRAM float4 frag( v2f i ) : SV_Target { return frag_hdr_gamma( i, true, false, TONEMAPPING_HABLE ); } ENDCG }
|
|
Pass { CGPROGRAM float4 frag( v2f i ) : SV_Target { return frag_hdr_gamma( i, true, false, TONEMAPPING_ACES ); } ENDCG }
|
|
|
|
// 24-27 => HDR GAMMA / DITHERING: ON
|
|
Pass { CGPROGRAM float4 frag( v2f i ) : SV_Target { return frag_hdr_gamma( i, true, true, TONEMAPPING_DISABLED ); } ENDCG }
|
|
Pass { CGPROGRAM float4 frag( v2f i ) : SV_Target { return frag_hdr_gamma( i, true, true, TONEMAPPING_PHOTO ); } ENDCG }
|
|
Pass { CGPROGRAM float4 frag( v2f i ) : SV_Target { return frag_hdr_gamma( i, true, true, TONEMAPPING_HABLE ); } ENDCG }
|
|
Pass { CGPROGRAM float4 frag( v2f i ) : SV_Target { return frag_hdr_gamma( i, true, true, TONEMAPPING_ACES ); } ENDCG }
|
|
|
|
// 28-31 => HDR LINEAR / DITHERING: OFF
|
|
Pass { CGPROGRAM float4 frag( v2f i ) : SV_Target { return frag_hdr_linear( i, true, false, TONEMAPPING_DISABLED ); } ENDCG }
|
|
Pass { CGPROGRAM float4 frag( v2f i ) : SV_Target { return frag_hdr_linear( i, true, false, TONEMAPPING_PHOTO ); } ENDCG }
|
|
Pass { CGPROGRAM float4 frag( v2f i ) : SV_Target { return frag_hdr_linear( i, true, false, TONEMAPPING_HABLE ); } ENDCG }
|
|
Pass { CGPROGRAM float4 frag( v2f i ) : SV_Target { return frag_hdr_linear( i, true, false, TONEMAPPING_ACES ); } ENDCG }
|
|
|
|
// 32-35 => HDR LINEAR / DITHERING: ON
|
|
Pass { CGPROGRAM float4 frag( v2f i ) : SV_Target { return frag_hdr_linear( i, true, true, TONEMAPPING_DISABLED ); } ENDCG }
|
|
Pass { CGPROGRAM float4 frag( v2f i ) : SV_Target { return frag_hdr_linear( i, true, true, TONEMAPPING_PHOTO ); } ENDCG }
|
|
Pass { CGPROGRAM float4 frag( v2f i ) : SV_Target { return frag_hdr_linear( i, true, true, TONEMAPPING_HABLE ); } ENDCG }
|
|
Pass { CGPROGRAM float4 frag( v2f i ) : SV_Target { return frag_hdr_linear( i, true, true, TONEMAPPING_ACES ); } ENDCG }
|
|
}
|
|
|
|
Fallback Off
|
|
}
|