| | |
| | | Shader "Hidden/Post FX/Monitors/Vectorscope Render" |
| | | { |
| | | SubShader |
| | | { |
| | | ZTest Always Cull Off ZWrite Off |
| | | Fog { Mode off } |
| | | |
| | | CGINCLUDE |
| | | |
| | | #pragma fragmentoption ARB_precision_hint_fastest |
| | | #pragma target 5.0 |
| | | #include "UnityCG.cginc" |
| | | |
| | | StructuredBuffer<uint> _Vectorscope; |
| | | float2 _Size; |
| | | float _Exposure; |
| | | |
| | | float Tonemap(float x, float exposure) |
| | | { |
| | | const float a = 6.2; |
| | | const float b = 0.5; |
| | | const float c = 1.7; |
| | | const float d = 0.06; |
| | | x *= exposure; |
| | | x = max(0.0, x - 0.004); |
| | | x = (x * (a * x + b)) / (x * (a * x + c) + d); |
| | | return x * x; |
| | | } |
| | | |
| | | float3 YuvToRgb(float3 c) |
| | | { |
| | | float R = c.x + 0.000 * c.y + 1.403 * c.z; |
| | | float G = c.x - 0.344 * c.y - 0.714 * c.z; |
| | | float B = c.x - 1.773 * c.y + 0.000 * c.z; |
| | | return float3(R, G, B); |
| | | } |
| | | |
| | | float4 FragBackground(v2f_img i) : SV_Target |
| | | { |
| | | i.uv.x = 1.0 - i.uv.x; |
| | | float2 uv = i.uv - (0.5).xx; |
| | | float3 c = YuvToRgb(float3(0.5, uv.x, uv.y)); |
| | | |
| | | float dist = sqrt(dot(uv, uv)); |
| | | float delta = fwidth(dist); |
| | | float alphaOut = 1.0 - smoothstep(0.5 - delta, 0.5 + delta, dist); |
| | | float alphaIn = smoothstep(0.495 - delta, 0.495 + delta, dist); |
| | | |
| | | uint2 uvI = i.pos.xy; |
| | | uint v = _Vectorscope[uvI.x + uvI.y * _Size.x]; |
| | | float vt = saturate(Tonemap(v, _Exposure)); |
| | | |
| | | float4 color = float4(lerp(c, (0.0).xxx, vt), alphaOut); |
| | | color.rgb += alphaIn; |
| | | return color; |
| | | } |
| | | |
| | | float4 FragNoBackground(v2f_img i) : SV_Target |
| | | { |
| | | i.uv.x = 1.0 - i.uv.x; |
| | | float2 uv = i.uv - (0.5).xx; |
| | | |
| | | float dist = sqrt(dot(uv, uv)); |
| | | float delta = fwidth(dist); |
| | | float alphaOut = 1.0 - smoothstep(0.5 - delta, 0.5 + delta, dist); |
| | | float alphaIn = smoothstep(0.495 - delta, 0.495 + delta, dist); |
| | | |
| | | uint2 uvI = i.pos.xy; |
| | | uint v = _Vectorscope[uvI.x + uvI.y * _Size.x]; |
| | | float vt = saturate(Tonemap(v, _Exposure)); |
| | | |
| | | float4 color = float4((1.0).xxx, vt + alphaIn * alphaOut); |
| | | return color; |
| | | } |
| | | |
| | | ENDCG |
| | | |
| | | // (0) |
| | | Pass |
| | | { |
| | | CGPROGRAM |
| | | |
| | | #pragma vertex vert_img |
| | | #pragma fragment FragBackground |
| | | |
| | | ENDCG |
| | | } |
| | | |
| | | // (1) |
| | | Pass |
| | | { |
| | | CGPROGRAM |
| | | |
| | | #pragma vertex vert_img |
| | | #pragma fragment FragNoBackground |
| | | |
| | | ENDCG |
| | | } |
| | | } |
| | | FallBack off |
| | | } |
| | | Shader "Hidden/Post FX/Monitors/Vectorscope Render"
|
| | | {
|
| | | SubShader
|
| | | {
|
| | | ZTest Always Cull Off ZWrite Off
|
| | | Fog { Mode off }
|
| | |
|
| | | CGINCLUDE
|
| | |
|
| | | #pragma fragmentoption ARB_precision_hint_fastest
|
| | | #pragma target 5.0
|
| | | #include "UnityCG.cginc"
|
| | |
|
| | | StructuredBuffer<uint> _Vectorscope;
|
| | | float2 _Size;
|
| | | float _Exposure;
|
| | |
|
| | | float Tonemap(float x, float exposure)
|
| | | {
|
| | | const float a = 6.2;
|
| | | const float b = 0.5;
|
| | | const float c = 1.7;
|
| | | const float d = 0.06;
|
| | | x *= exposure;
|
| | | x = max(0.0, x - 0.004);
|
| | | x = (x * (a * x + b)) / (x * (a * x + c) + d);
|
| | | return x * x;
|
| | | }
|
| | |
|
| | | float3 YuvToRgb(float3 c)
|
| | | {
|
| | | float R = c.x + 0.000 * c.y + 1.403 * c.z;
|
| | | float G = c.x - 0.344 * c.y - 0.714 * c.z;
|
| | | float B = c.x - 1.773 * c.y + 0.000 * c.z;
|
| | | return float3(R, G, B);
|
| | | }
|
| | |
|
| | | float4 FragBackground(v2f_img i) : SV_Target
|
| | | {
|
| | | i.uv.x = 1.0 - i.uv.x;
|
| | | float2 uv = i.uv - (0.5).xx;
|
| | | float3 c = YuvToRgb(float3(0.5, uv.x, uv.y));
|
| | |
|
| | | float dist = sqrt(dot(uv, uv));
|
| | | float delta = fwidth(dist);
|
| | | float alphaOut = 1.0 - smoothstep(0.5 - delta, 0.5 + delta, dist);
|
| | | float alphaIn = smoothstep(0.495 - delta, 0.495 + delta, dist);
|
| | |
|
| | | uint2 uvI = i.pos.xy;
|
| | | uint v = _Vectorscope[uvI.x + uvI.y * _Size.x];
|
| | | float vt = saturate(Tonemap(v, _Exposure));
|
| | |
|
| | | float4 color = float4(lerp(c, (0.0).xxx, vt), alphaOut);
|
| | | color.rgb += alphaIn;
|
| | | return color;
|
| | | }
|
| | |
|
| | | float4 FragNoBackground(v2f_img i) : SV_Target
|
| | | {
|
| | | i.uv.x = 1.0 - i.uv.x;
|
| | | float2 uv = i.uv - (0.5).xx;
|
| | |
|
| | | float dist = sqrt(dot(uv, uv));
|
| | | float delta = fwidth(dist);
|
| | | float alphaOut = 1.0 - smoothstep(0.5 - delta, 0.5 + delta, dist);
|
| | | float alphaIn = smoothstep(0.495 - delta, 0.495 + delta, dist);
|
| | |
|
| | | uint2 uvI = i.pos.xy;
|
| | | uint v = _Vectorscope[uvI.x + uvI.y * _Size.x];
|
| | | float vt = saturate(Tonemap(v, _Exposure));
|
| | |
|
| | | float4 color = float4((1.0).xxx, vt + alphaIn * alphaOut);
|
| | | return color;
|
| | | }
|
| | |
|
| | | ENDCG
|
| | |
|
| | | // (0)
|
| | | Pass
|
| | | {
|
| | | CGPROGRAM
|
| | |
|
| | | #pragma vertex vert_img
|
| | | #pragma fragment FragBackground
|
| | |
|
| | | ENDCG
|
| | | }
|
| | |
|
| | | // (1)
|
| | | Pass
|
| | | {
|
| | | CGPROGRAM
|
| | |
|
| | | #pragma vertex vert_img
|
| | | #pragma fragment FragNoBackground
|
| | |
|
| | | ENDCG
|
| | | }
|
| | | }
|
| | | FallBack off
|
| | | }
|