b486678290
Library -Artifacts
60 lines
1.7 KiB
Plaintext
60 lines
1.7 KiB
Plaintext
Shader "Hidden/PostProcessing/Debug/Vectorscope"
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{
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HLSLINCLUDE
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#pragma exclude_renderers gles gles3 d3d11_9x
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#pragma target 4.5
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#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl"
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#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Colors.hlsl"
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StructuredBuffer<uint> _VectorscopeBuffer;
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float3 _Params; // x: width, y: height, z: exposure, w: unused
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float Tonemap(float 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, x - 0.004);
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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 Frag(VaryingsDefault i) : SV_Target
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{
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i.texcoord.x = 1.0 - i.texcoord.x;
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float2 uv = i.texcoord - (0.5).xx;
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float3 c = YCbCrToRgb(float3(0.5, uv.x, uv.y));
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float dist = sqrt(dot(uv, uv));
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float delta = fwidth(dist) * 0.5;
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float alphaOut = 1.0 - smoothstep(0.5 - delta, 0.5 + delta, dist);
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uint2 uvI = i.texcoord.xy * _Params.xy;
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uint v = _VectorscopeBuffer[uvI.x + uvI.y * _Params.x];
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float vt = saturate(Tonemap(v, _Params.z));
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float4 color = float4(lerp(c, (0.0).xxx, vt), 1.0);
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return color;
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}
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ENDHLSL
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SubShader
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{
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Cull Off ZWrite Off ZTest Always
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Pass
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{
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HLSLPROGRAM
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#pragma vertex VertDefault
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#pragma fragment Frag
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ENDHLSL
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}
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}
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}
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