70 lines
2.5 KiB
Plaintext
70 lines
2.5 KiB
Plaintext
// 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
|
|
}
|