HeavenStudioPlus/Assets/AmplifyColor/Resources/MaskBlend.shader
Braedon Lewis 7cb592fc69 Camera filters (#242)
* 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
2023-01-26 22:42:16 -05:00

130 lines
6.8 KiB
Text

// Amplify Color - Advanced Color Grading for Unity
// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
Shader "Hidden/Amplify Color/MaskBlend"
{
Properties
{
_MainTex ( "Base (RGB)", Any ) = "" {}
_RgbTex ( "LUT (RGB)", 2D ) = "" {}
_LerpRgbTex ( "LerpRGB (RGB)", 2D ) = "" {}
_MaskTex ( "Mask (RGB)", Any ) = "" {}
_RgbBlendCacheTex ( "RgbBlendCache (RGB)", 2D ) = "" {}
}
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_blend( 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
}