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using System.Reflection;
using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Title("Art/Conversion/LineartoRGB")]
public class LineartoRGBNode : CodeFunctionNode
{
public LineartoRGBNode()
{
name = "LineartoRGB";
}
protected override MethodInfo GetFunctionToConvert()
{
return GetType().GetMethod("Unity_LinearToRGB", BindingFlags.Static | BindingFlags.NonPublic);
}
static string Unity_LinearToRGB(
[Slot(0, Binding.None)] Vector3 linearColor,
[Slot(1, Binding.None)] out Vector3 rgb)
{
rgb = Vector3.zero;
return
@"
{
//Reference code from:https://github.com/Unity-Technologies/PostProcessing/blob/master/PostProcessing/Resources/Shaders/ColorGrading.cginc#L175
{precision}3 sRGBLo = linearColor * 12.92;
{precision}3 sRGBHi = (pow(max(abs(linearColor), 1.192092896e-07), {precision}3(1.0 / 2.4, 1.0 / 2.4, 1.0 / 2.4)) * 1.055) - 0.055;
rgb = {precision}3(linearColor <= 0.0031308) ? sRGBLo : sRGBHi;
}
";
}
}
}