Firstborn/Library/PackageCache/com.unity.postprocessing@3.2.2/PostProcessing/Shaders/Debug/LightMeter.shader

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2023-03-28 13:24:16 -04:00
Shader "Hidden/PostProcessing/Debug/LightMeter"
{
HLSLINCLUDE
#pragma exclude_renderers gles gles3 d3d11_9x
#pragma target 4.5
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl"
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Builtins/ExposureHistogram.hlsl"
#pragma multi_compile __ COLOR_GRADING_HDR
#pragma multi_compile __ AUTO_EXPOSURE
float4 _Params; // x: lowPercent, y: highPercent, z: minBrightness, w: maxBrightness
float4 _ScaleOffsetRes; // x: scale, y: offset, w: histogram pass width, h: histogram pass height
TEXTURE3D_SAMPLER3D(_Lut3D, sampler_Lut3D);
StructuredBuffer<uint> _HistogramBuffer;
struct VaryingsLightMeter
{
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
float maxValue : TEXCOORD1;
float avgLuminance : TEXCOORD2;
};
VaryingsLightMeter Vert(AttributesDefault v)
{
VaryingsLightMeter o;
o.vertex = float4(v.vertex.xy, 0.0, 1.0);
o.texcoord = TransformTriangleVertexToUV(v.vertex.xy);
#if UNITY_UV_STARTS_AT_TOP
o.texcoord = o.texcoord * float2(1.0, -1.0) + float2(0.0, 1.0);
#endif
o.maxValue = 1.0 / FindMaxHistogramValue(_HistogramBuffer);
o.avgLuminance = GetAverageLuminance(_HistogramBuffer, _Params, o.maxValue, _ScaleOffsetRes.xy);
return o;
}
float4 Frag(VaryingsLightMeter i) : SV_Target
{
uint ix = (uint)(round(i.texcoord.x * HISTOGRAM_BINS));
float bin = saturate(float(_HistogramBuffer[ix]) * i.maxValue);
float fill = step(i.texcoord.y, bin);
float4 color = float4(lerp(0.0, 0.75, fill).xxx, 1.0);
#if AUTO_EXPOSURE
const float3 kRangeColor = float3(0.05, 0.3, 0.4);
const float3 kAvgColor = float3(0.75, 0.1, 1.0);
// Min / max brightness markers
float luminanceMin = GetHistogramBinFromLuminance(_Params.z, _ScaleOffsetRes.xy);
float luminanceMax = GetHistogramBinFromLuminance(_Params.w, _ScaleOffsetRes.xy);
if (i.texcoord.x > luminanceMin && i.texcoord.x < luminanceMax)
{
color.rgb = fill.rrr * kRangeColor;
color.rgb += kRangeColor;
}
#endif
#if COLOR_GRADING_HDR
// Draw color curves on top
float4 curves = 0.0;
float3 lut = SAMPLE_TEXTURE3D(_Lut3D, sampler_Lut3D, i.texcoord.xxx).rgb;
if (abs(lut.r - i.texcoord.y) < _ScaleOffsetRes.w)
curves.ra += (1.0).xx;
if (abs(lut.g - i.texcoord.y) < _ScaleOffsetRes.w)
curves.ga += (1.0).xx;
if (abs(lut.b - i.texcoord.y) < _ScaleOffsetRes.w)
curves.gba += float3(0.5, (1.0).xx);
color = any(curves) ? curves : color;
#endif
#if AUTO_EXPOSURE
// Current average luminance marker
float luminanceAvg = GetHistogramBinFromLuminance(i.avgLuminance, _ScaleOffsetRes.xy);
float avgPx = luminanceAvg * _ScaleOffsetRes.z;
if (abs(i.texcoord.x - luminanceAvg) < _ScaleOffsetRes.z * 2.0)
color.rgb = kAvgColor;
#endif
return color;
}
ENDHLSL
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass
{
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
ENDHLSL
}
}
}