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76 行
2.1 KiB
76 行
2.1 KiB
Shader "Hidden/Post FX/Monitors/Parade Render"
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{
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SubShader
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{
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ZTest Always Cull Off ZWrite Off
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Fog { Mode off }
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CGINCLUDE
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma target 5.0
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#include "UnityCG.cginc"
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StructuredBuffer<uint4> _Waveform;
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float4 _Size;
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float _Exposure;
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float3 Tonemap(float3 x, float exposure)
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{
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const float a = 6.2;
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const float b = 0.5;
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const float c = 1.7;
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const float d = 0.06;
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x *= exposure;
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x = max((0.0).xxx, x - (0.004).xxx);
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x = (x * (a * x + b)) / (x * (a * x + c) + d);
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return x * x;
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}
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float4 FragParade(v2f_img i) : SV_Target
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{
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const float3 red = float3(1.8, 0.03, 0.02);
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const float3 green = float3(0.02, 1.3, 0.05);
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const float3 blue = float3(0.0, 0.45, 1.75);
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float3 color = float3(0.0, 0.0, 0.0);
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const uint limitR = _Size.x / 3;
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const uint limitG = limitR * 2;
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if (i.pos.x < (float)limitR)
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{
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uint2 uvI = i.pos.xy;
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color = _Waveform[uvI.y + uvI.x * _Size.y].r * red;
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}
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else if (i.pos.x < (float)limitG)
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{
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uint2 uvI = uint2(i.pos.x - limitR, i.pos.y);
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color = _Waveform[uvI.y + uvI.x * _Size.y].g * green;
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}
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else
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{
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uint2 uvI = uint2(i.pos.x - limitG, i.pos.y);
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color = _Waveform[uvI.y + uvI.x * _Size.y].b * blue;
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}
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color = Tonemap(color, _Exposure);
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color += (0.1).xxx;
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return float4(saturate(color), 1.0);
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}
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ENDCG
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// (0)
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Pass
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{
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment FragParade
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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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