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