// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) Shader "Hidden/BlitCopyHDRTonemappedToSDR" { Properties { _MainTex ("Texture", any) = "" {} _SourceNitsForPaperWhite("SourceNitsForPaperWhite", Float) = 160.0 _SourceColorGamut("SourceColorGamut", Int) = 0 _SourceForceGammaToLinear("SourceForceGammaToLinear", Float) = 0.0 _SourceMaxDisplayNits("SourceMaxDisplayNits", Float) = 160.0 _NitsForPaperWhite("NitsForPaperWhite", Float) = 160.0 _ColorGamut("ColorGamut", Int) = 0 _ForceGammaToLinear("ForceGammaToLinear", Float) = 0.0 _MaxDisplayNits("MaxDisplayNits", Float) = 160.0 } SubShader { Pass { ZTest Always Cull Off ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "UnityColorGamut.cginc" UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex); uniform float4 _MainTex_ST; uniform float _SourceNitsForPaperWhite; uniform int _SourceColorGamut; uniform bool _SourceForceGammaToLinear; uniform float _SourceMaxDisplayNits; struct appdata_t { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; float2 texcoord : TEXCOORD0; UNITY_VERTEX_OUTPUT_STEREO }; v2f vert (appdata_t v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.vertex = UnityObjectToClipPos(v.vertex); o.texcoord = TRANSFORM_TEX(v.texcoord.xy, _MainTex); return o; } // Convert from one HDR encoded color gamut to another one, usually for copying backbuffers between different displays. float4 frag (v2f i) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); float4 scene = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.texcoord); float3 result = InverseSimpleHDRDisplayToneMapAndOETF(scene.rgb, _SourceColorGamut, _SourceForceGammaToLinear, _SourceNitsForPaperWhite, _SourceMaxDisplayNits); return float4(result.rgb, scene.a); } ENDCG } } Fallback Off }