少年修仙传客户端基础资源
leonard Wu
2018-08-09 a10eea6e4ce647061813519d5b0ea496f29495b9
Assets/Plugins/PostProcessing/Editor Resources/Monitors/WaveformRender.shader
@@ -1,65 +1,65 @@
Shader "Hidden/Post FX/Monitors/Waveform 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<uint4> _Waveform;
            float2 _Size;
            float4 _Channels;
            float _Exposure;
            float3 Tonemap(float3 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).xxx, x - (0.004).xxx);
                x = (x * (a * x + b)) / (x * (a * x + c) + d);
                return x * x;
            }
            float4 FragWaveform(v2f_img i) : SV_Target
            {
                const float3 red = float3(1.4, 0.03, 0.02);
                const float3 green = float3(0.02, 1.1, 0.05);
                const float3 blue = float3(0.0, 0.25, 1.5);
                float3 color = float3(0.0, 0.0, 0.0);
                uint2 uvI = i.pos.xy;
                float4 w = _Waveform[uvI.y + uvI.x * _Size.y]; // Waveform data is stored in columns instead of rows
                color += red * w.r * _Channels.r;
                color += green * w.g * _Channels.g;
                color += blue * w.b * _Channels.b;
                color += w.aaa * _Channels.a * 1.5;
                color = Tonemap(color, _Exposure);
                color += (0.1).xxx;
                return float4(saturate(color), 1.0);
            }
        ENDCG
        // (0)
        Pass
        {
            CGPROGRAM
                #pragma vertex vert_img
                #pragma fragment FragWaveform
            ENDCG
        }
    }
    FallBack off
}
Shader "Hidden/Post FX/Monitors/Waveform 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<uint4> _Waveform;
            float2 _Size;
            float4 _Channels;
            float _Exposure;
            float3 Tonemap(float3 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).xxx, x - (0.004).xxx);
                x = (x * (a * x + b)) / (x * (a * x + c) + d);
                return x * x;
            }
            float4 FragWaveform(v2f_img i) : SV_Target
            {
                const float3 red = float3(1.4, 0.03, 0.02);
                const float3 green = float3(0.02, 1.1, 0.05);
                const float3 blue = float3(0.0, 0.25, 1.5);
                float3 color = float3(0.0, 0.0, 0.0);
                uint2 uvI = i.pos.xy;
                float4 w = _Waveform[uvI.y + uvI.x * _Size.y]; // Waveform data is stored in columns instead of rows
                color += red * w.r * _Channels.r;
                color += green * w.g * _Channels.g;
                color += blue * w.b * _Channels.b;
                color += w.aaa * _Channels.a * 1.5;
                color = Tonemap(color, _Exposure);
                color += (0.1).xxx;
                return float4(saturate(color), 1.0);
            }
        ENDCG
        // (0)
        Pass
        {
            CGPROGRAM
                #pragma vertex vert_img
                #pragma fragment FragWaveform
            ENDCG
        }
    }
    FallBack off
}