NLDClient-yudde/ProjectNLD/Assets/Code/Shaders/builtin_shaders-2022.3.17f1/DefaultResourcesExtra/Internal-BlitCopyHDRTonemap...

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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
Shader "Hidden/BlitCopyHDRTonemap" {
Properties
{
_MainTex ("Texture", any) = "" {}
_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 _NitsForPaperWhite;
uniform int _ColorGamut;
uniform bool _ForceGammaToLinear;
uniform float _MaxDisplayNits;
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;
}
float4 frag (v2f i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
// The scene is rendered with linear gamma and Rec.709 primaries. (DXGI_COLOR_SPACE_RGB_FULL_G10_NONE_P709)
float4 scene = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.texcoord);
float3 result = SimpleHDRDisplayToneMapAndOETF(scene.rgb, _ColorGamut, _ForceGammaToLinear, _NitsForPaperWhite, _MaxDisplayNits);
return float4(result.rgb, scene.a);
}
ENDCG
}
}
Fallback Off
}