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93 行
2.2 KiB
93 行
2.2 KiB
Shader "Hidden/ColorCorrectionCurves" {
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Properties {
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_MainTex ("Base (RGB)", 2D) = "" {}
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_RgbTex ("_RgbTex (RGB)", 2D) = "" {}
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_ZCurve ("_ZCurve (RGB)", 2D) = "" {}
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_RgbDepthTex ("_RgbDepthTex (RGB)", 2D) = "" {}
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}
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// note: also have a look at ColorCorrectionCurvesSimple
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// for a much simpler color correction without use of
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// depth texture lookups
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// Shader code pasted into all further CGPROGRAM blocks
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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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float2 uv2 : TEXCOORD1;
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};
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sampler2D _MainTex;
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sampler2D_float _CameraDepthTexture;
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float4 _CameraDepthTexture_ST;
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uniform float4 _MainTex_TexelSize;
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sampler2D _RgbTex;
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sampler2D _ZCurve;
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sampler2D _RgbDepthTex;
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fixed _Saturation;
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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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o.uv2 = TRANSFORM_TEX(v.texcoord, _CameraDepthTexture);
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#if UNITY_UV_STARTS_AT_TOP
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if (_MainTex_TexelSize.y < 0)
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o.uv2.y = 1-o.uv2.y;
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#endif
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return o;
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}
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half4 frag(v2f i) : SV_Target
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{
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half4 color = tex2D(_MainTex, i.uv);
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half3 ycoords = half3(0.5,1.5,2.5) * 0.25;
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half3 red = tex2D(_RgbTex, half2(color.r, ycoords.x)).rgb * half3(1,0,0);
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half3 green = tex2D(_RgbTex, half2(color.g, ycoords.y)).rgb * half3(0,1,0);
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half3 blue = tex2D(_RgbTex, half2(color.b, ycoords.z)).rgb * half3(0,0,1);
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half theDepth = SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, i.uv2) ;
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half zval = tex2D(_ZCurve, half2( Linear01Depth (theDepth), 0.5));
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half3 depthRed = tex2D(_RgbDepthTex, half2(color.r, ycoords.x)).rgb * half3(1,0,0);
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half3 depthGreen = tex2D(_RgbDepthTex, half2(color.g, ycoords.y)).rgb * half3(0,1,0);
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half3 depthBlue = tex2D(_RgbDepthTex, half2(color.b, ycoords.z)).rgb * half3(0,0,1);
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color = half4( lerp(red+green+blue, depthRed+depthBlue+depthGreen, zval), color.a);
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half lum = Luminance(color.rgb);
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color.rgb = lerp(half3(lum,lum,lum), color.rgb, _Saturation);
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return color;
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}
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ENDCG
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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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ENDCG
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}
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}
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Fallback off
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} // shader
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