66 lines
2.2 KiB
Plaintext
66 lines
2.2 KiB
Plaintext
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
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Shader "Hidden/BlitCopyHDRTonemap" {
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Properties
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{
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_MainTex ("Texture", any) = "" {}
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_NitsForPaperWhite("NitsForPaperWhite", Float) = 160.0
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_ColorGamut("ColorGamut", Int) = 0
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_ForceGammaToLinear("ForceGammaToLinear", Float) = 0.0
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_MaxDisplayNits("MaxDisplayNits", Float) = 160.0
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}
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SubShader {
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Pass {
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ZTest Always Cull Off ZWrite Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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#include "UnityColorGamut.cginc"
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UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
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uniform float4 _MainTex_ST;
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uniform float _NitsForPaperWhite;
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uniform int _ColorGamut;
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uniform bool _ForceGammaToLinear;
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uniform float _MaxDisplayNits;
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struct appdata_t {
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float4 vertex : POSITION;
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float2 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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float4 vertex : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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v2f vert (appdata_t 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.vertex = UnityObjectToClipPos(v.vertex);
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o.texcoord = TRANSFORM_TEX(v.texcoord.xy, _MainTex);
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return o;
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}
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float4 frag (v2f i) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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// The scene is rendered with linear gamma and Rec.709 primaries. (DXGI_COLOR_SPACE_RGB_FULL_G10_NONE_P709)
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float4 scene = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.texcoord);
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float3 result = SimpleHDRDisplayToneMapAndOETF(scene.rgb, _ColorGamut, _ForceGammaToLinear, _NitsForPaperWhite, _MaxDisplayNits);
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return float4(result.rgb, scene.a);
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}
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ENDCG
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}
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}
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Fallback Off
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}
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