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74 行
1.1 KiB

Shader "Hidden/ColorCorrection3DLut" {
Properties {
_MainTex ("Base (RGB)", 2D) = "" {}
}
CGINCLUDE
#include "UnityCG.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
sampler2D _MainTex;
sampler3D _ClutTex;
float _Scale;
float _Offset;
v2f vert( appdata_img v )
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = v.texcoord.xy;
return o;
}
float4 frag(v2f i) : SV_Target
{
float4 c = tex2D(_MainTex, i.uv);
c.rgb = tex3D(_ClutTex, c.rgb * _Scale + _Offset).rgb;
return c;
}
float4 fragLinear(v2f i) : SV_Target
{
float4 c = tex2D(_MainTex, i.uv);
c.rgb= sqrt(c.rgb);
c.rgb = tex3D(_ClutTex, c.rgb * _Scale + _Offset).rgb;
c.rgb = c.rgb*c.rgb;
return c;
}
ENDCG
Subshader
{
Pass
{
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
ENDCG
}
Pass
{
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment fragLinear
#pragma target 3.0
ENDCG
}
}
Fallback off
}