mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-12-18 06:20:03 +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
380 lines
9.5 KiB
HLSL
380 lines
9.5 KiB
HLSL
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
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// Amplify Color - Advanced Color Grading for Unity
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// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
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#ifndef AMPLIFY_COLOR_COMMON_INCLUDED
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#define AMPLIFY_COLOR_COMMON_INCLUDED
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#include "UnityCG.cginc"
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// Enabling Stereo adjustment in versions prior to 4.5
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#ifndef UnityStereoScreenSpaceUVAdjust
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#ifdef UNITY_SINGLE_PASS_STEREO
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inline float2 UnityStereoScreenSpaceUVAdjustInternal ( float2 uv, float4 scaleAndOffset )
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{
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return saturate ( uv.xy ) * scaleAndOffset.xy + scaleAndOffset.zw;
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}
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inline float4 UnityStereoScreenSpaceUVAdjustInternal ( float4 uv, float4 scaleAndOffset )
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{
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return float4( UnityStereoScreenSpaceUVAdjustInternal ( uv.xy, scaleAndOffset ), UnityStereoScreenSpaceUVAdjustInternal ( uv.zw, scaleAndOffset ) );
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}
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#define UnityStereoScreenSpaceUVAdjust(x, y) UnityStereoScreenSpaceUVAdjustInternal(x, y)
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#else
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#define UnityStereoScreenSpaceUVAdjust(x, y) x
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#endif
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#endif
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#ifndef UNITY_DECLARE_SCREENSPACE_TEXTURE
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#define UNITY_DECLARE_SCREENSPACE_TEXTURE( tex ) sampler2D tex;
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#endif
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#ifndef UNITY_SAMPLE_SCREENSPACE_TEXTURE
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#define UNITY_SAMPLE_SCREENSPACE_TEXTURE tex2D
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#endif
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#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
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#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( x )
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#endif
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UNITY_DECLARE_SCREENSPACE_TEXTURE( _MainTex );
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uniform float4 _MainTex_TexelSize;
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uniform float4 _MainTex_ST;
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uniform float4 _StereoScale;
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uniform sampler2D _RgbTex;
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uniform sampler2D _LerpRgbTex;
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uniform sampler2D _RgbBlendCacheTex;
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uniform sampler2D _MaskTex;
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uniform float4 _MaskTex_TexelSize;
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#if UNITY_VERSION >= 560
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UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture );
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#else
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sampler2D_float _CameraDepthTexture;
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#endif
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uniform sampler2D _DepthCurveLut;
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uniform float _LerpAmount;
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uniform float _Exposure;
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uniform float _ShoulderStrength;
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uniform float _LinearStrength;
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uniform float _LinearAngle;
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uniform float _ToeStrength;
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uniform float _ToeNumerator;
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uniform float _ToeDenominator;
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uniform float _LinearWhite;
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inline float4 CustomObjectToClipPos( in float3 pos )
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{
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#if UNITY_VERSION >= 540
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return UnityObjectToClipPos( pos );
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#else
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return mul( UNITY_MATRIX_VP, mul( unity_ObjectToWorld, float4( pos, 1.0 ) ) );
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#endif
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}
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// Enabling Stereo adjustment in versions prior to 4.5
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#ifndef UnityStereoScreenSpaceUVAdjust
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#ifdef UNITY_SINGLE_PASS_STEREO
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inline float2 UnityStereoScreenSpaceUVAdjustInternal ( float2 uv, float4 scaleAndOffset )
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{
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return saturate ( uv.xy ) * scaleAndOffset.xy + scaleAndOffset.zw;
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}
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inline float4 UnityStereoScreenSpaceUVAdjustInternal ( float4 uv, float4 scaleAndOffset )
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{
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return float4( UnityStereoScreenSpaceUVAdjustInternal ( uv.xy, scaleAndOffset ), UnityStereoScreenSpaceUVAdjustInternal ( uv.zw, scaleAndOffset ) );
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}
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#define UnityStereoScreenSpaceUVAdjust(x, y) UnityStereoScreenSpaceUVAdjustInternal(x, y)
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#else
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#define UnityStereoScreenSpaceUVAdjust(x, y) x
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#endif
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#endif
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struct appdata
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{
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float4 vertex : POSITION;
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half2 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 pos : SV_POSITION;
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float4 screenPos : TEXCOORD0;
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float4 uv01 : TEXCOORD1;
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float4 uv01Stereo : TEXCOORD2;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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v2f vert( appdata v )
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID( v );
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
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o.pos = CustomObjectToClipPos( v.vertex );
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o.screenPos = ComputeScreenPos( o.pos );
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o.uv01.xy = v.texcoord.xy;
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o.uv01.zw = v.texcoord.xy;
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#if defined( UNITY_UV_STARTS_AT_TOP )
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if ( _MainTex_TexelSize.y < 0 )
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o.uv01.w = 1 - o.uv01.w;
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#endif
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#if defined( UNITY_HALF_TEXEL_OFFSET )
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o.uv01.zw += _MaskTex_TexelSize.xy * float2( -0.5, 0.5 );
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#endif
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o.uv01Stereo = UnityStereoScreenSpaceUVAdjust( o.uv01, _MainTex_ST );
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return o;
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}
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inline float4 to_srgb( float4 c )
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{
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c.rgb = max( 1.055 * pow( c.rgb, 0.416666667 ) - 0.055, 0 );
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return c;
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}
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inline float4 to_linear( float4 c )
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{
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c.rgb = c.rgb * ( c.rgb * ( c.rgb * 0.305306011 + 0.682171111 ) + 0.012522878 );
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return c;
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}
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#define TONEMAPPING_DISABLED ( 0 )
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#define TONEMAPPING_PHOTO ( 1 )
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#define TONEMAPPING_HABLE ( 2 )
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#define TONEMAPPING_ACES ( 3 )
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inline float3 tonemap_photo( float3 color )
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{
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color *= _Exposure;
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return 1.0 - exp2( -color );
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}
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inline float3 tonemap_hable( float3 color )
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{
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// Uncharted 2 tone mapping operator, by John Hable
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// http://www.gdcvault.com/play/1012459/Uncharted_2__HDR_Lighting
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// http://filmicgames.com/archives/75
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const float A = _ShoulderStrength;
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const float B = _LinearStrength;
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const float C = _LinearAngle;
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const float D = _ToeStrength;
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const float E = _ToeNumerator;
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const float F = _ToeDenominator;
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const float W = _LinearWhite;
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float4 x = float4( color.rgb * _Exposure * 2.0, _LinearWhite );
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x = ( ( x * ( A * x + C * B ) + D * E ) / ( x * ( A * x + B ) + D * F ) ) - E / F;
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return x.rgb / x.w;
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}
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inline float3 tonemap_aces( float3 color )
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{
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// ACES Filmic Tone Mapping Curve, by Krzysztof Narkowicz
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// https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/
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color *= _Exposure;
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const float a = 2.51;
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const float b = 0.03;
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const float c = 2.43;
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const float d = 0.59;
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const float e = 0.14;
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return saturate( ( color * ( a * color + b ) ) / ( color * ( c * color + d ) + e ) );
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}
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inline float3 tonemap( const int tonemapper, float3 color )
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{
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if ( tonemapper == TONEMAPPING_PHOTO )
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{
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color.rgb = tonemap_photo( color.rgb );
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}
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else if ( tonemapper == TONEMAPPING_HABLE )
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{
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color.rgb = tonemap_hable( color.rgb );
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}
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else if ( tonemapper == TONEMAPPING_ACES )
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{
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color.rgb = tonemap_aces( color.rgb );
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}
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else
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{
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color.rgb *= _Exposure;
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}
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return color;
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}
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inline float4 safe_tex2D( sampler2D tex, float2 uv )
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{
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#if ( UNITY_VERSION >= 540 ) && !defined( SHADER_API_D3D11_9X )
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return tex2Dlod( tex, float4( uv, 0, 0 ) );
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#else
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return tex2D( tex, uv );
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#endif
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}
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inline float3 screen_space_dither( float4 screenPos )
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{
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// Iestyn's RGB dither (7 asm instructions) from Portal 2 X360, slightly modified for VR
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// http://alex.vlachos.com/graphics/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf
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float3 d = dot( float2( 171.0, 231.0 ), UNITY_PROJ_COORD( screenPos ).xy * _MainTex_TexelSize.zw ).xxx;
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d.rgb = frac( d.rgb / float3( 103.0, 71.0, 97.0 ) ) - float3( 0.5, 0.5, 0.5 );
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return d.rgb / 255.0;
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}
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inline void init_frag( inout v2f i )
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( i );
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}
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inline float4 fetch_process_ldr_gamma( v2f i, const bool mobile )
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{
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// fetch
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float4 color = UNITY_SAMPLE_SCREENSPACE_TEXTURE( _MainTex, i.uv01Stereo.xy );
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// clamp
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if ( mobile )
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{
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color.rgb = min( ( 0.999 ).xxx, color.rgb ); // dev/hw compatibility
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}
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return color;
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}
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inline float4 fetch_process_ldr_linear( v2f i, const bool mobile )
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{
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// fetch
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float4 color = UNITY_SAMPLE_SCREENSPACE_TEXTURE( _MainTex, i.uv01Stereo.xy );
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// convert to gamma
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color = to_srgb( color );
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// clamp
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if ( mobile )
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{
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color.rgb = min( ( 0.999 ).xxx, color.rgb ); // dev/hw compatibility
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}
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return color;
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}
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inline float4 fetch_process_hdr_gamma( v2f i, const bool mobile, const bool dithering, const int tonemapper )
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{
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// fetch
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float4 color = UNITY_SAMPLE_SCREENSPACE_TEXTURE( _MainTex, i.uv01Stereo.xy );
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// tonemap
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color.rgb = tonemap( tonemapper, color.rgb );
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// dither
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if ( dithering )
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{
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color.rgb += screen_space_dither( i.screenPos );
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}
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// clamp
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if ( mobile )
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{
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color.rgb = clamp( ( 0.0 ).xxx, ( 0.999 ).xxx, color.rgb ); // dev/hw compatibility
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}
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else
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{
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color.rgb = saturate( color.rgb );
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}
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return color;
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}
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inline float4 fetch_process_hdr_linear( v2f i, const bool mobile, const bool dithering, const int tonemapper )
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{
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// fetch
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float4 color = UNITY_SAMPLE_SCREENSPACE_TEXTURE( _MainTex, i.uv01Stereo.xy );
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// tonemap
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color.rgb = tonemap( tonemapper, color.rgb );
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// convert to gamma
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color = to_srgb( color );
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// dither
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if ( dithering )
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{
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color.rgb += screen_space_dither( i.screenPos );
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}
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// clamp
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if ( mobile )
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{
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color.rgb = clamp( ( 0.0 ).xxx, ( 0.999 ).xxx, color.rgb ); // dev/hw compatibility
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}
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else
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{
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color.rgb = saturate( color.rgb );
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}
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return color;
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}
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inline float4 output_ldr_gamma( float4 color )
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{
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return color;
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}
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inline float4 output_hdr_gamma( float4 color )
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{
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return color;
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}
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inline float4 output_ldr_linear( float4 color )
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{
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return to_linear( color );
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}
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inline float4 output_hdr_linear( float4 color )
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{
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return to_linear( color );
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}
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inline float3 apply_lut( float3 color, sampler2D lut, const bool mobile )
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{
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const float4 coord_scale = float4( 0.0302734375, 0.96875, 31.0, 0.0 );
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const float4 coord_offset = float4( 0.00048828125, 0.015625, 0.0, 0.0 );
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const float2 texel_height_X0 = float2( 0.03125, 0.0 );
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float3 coord = color * coord_scale + coord_offset;
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if ( mobile )
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{
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float3 coord_floor = floor( coord + 0.5 );
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float2 coord_bot = coord.xy + coord_floor.zz * texel_height_X0;
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color.rgb = safe_tex2D( lut, coord_bot ).rgb;
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}
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else
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{
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float3 coord_frac = frac( coord );
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float3 coord_floor = coord - coord_frac;
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float2 coord_bot = coord.xy + coord_floor.zz * texel_height_X0;
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float2 coord_top = coord_bot + texel_height_X0;
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float3 lutcol_bot = safe_tex2D( lut, coord_bot ).rgb;
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float3 lutcol_top = safe_tex2D( lut, coord_top ).rgb;
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color.rgb = lerp( lutcol_bot, lutcol_top, coord_frac.z );
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}
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return color;
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}
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inline float4 apply( float4 color, const bool mobile )
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{
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color.rgb = apply_lut( color.rgb, _RgbTex, mobile );
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return color;
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}
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inline float4 apply_blend( float4 color, const bool mobile )
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{
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color.rgb = apply_lut( color.rgb, _RgbBlendCacheTex, mobile );
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return color;
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}
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#endif // AMPLIFY_COLOR_COMMON_INCLUDED
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