From a10eea6e4ce647061813519d5b0ea496f29495b9 Mon Sep 17 00:00:00 2001
From: leonard Wu <364452445@qq.com>
Date: 星期四, 09 八月 2018 09:47:08 +0800
Subject: [PATCH] 同步最新svn内容
---
Assets/Plugins/PostProcessing/Editor Resources/Monitors/ParadeRender.shader | 152 +++++++++++++++++++++++++-------------------------
1 files changed, 76 insertions(+), 76 deletions(-)
diff --git a/Assets/Plugins/PostProcessing/Editor Resources/Monitors/ParadeRender.shader b/Assets/Plugins/PostProcessing/Editor Resources/Monitors/ParadeRender.shader
index 3ff1ca6..4b19a65 100644
--- a/Assets/Plugins/PostProcessing/Editor Resources/Monitors/ParadeRender.shader
+++ b/Assets/Plugins/PostProcessing/Editor Resources/Monitors/ParadeRender.shader
@@ -1,76 +1,76 @@
-Shader "Hidden/Post FX/Monitors/Parade 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;
- float4 _Size;
- 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 FragParade(v2f_img i) : SV_Target
- {
- const float3 red = float3(1.8, 0.03, 0.02);
- const float3 green = float3(0.02, 1.3, 0.05);
- const float3 blue = float3(0.0, 0.45, 1.75);
- float3 color = float3(0.0, 0.0, 0.0);
-
- const uint limitR = _Size.x / 3;
- const uint limitG = limitR * 2;
-
- if (i.pos.x < (float)limitR)
- {
- uint2 uvI = i.pos.xy;
- color = _Waveform[uvI.y + uvI.x * _Size.y].r * red;
- }
- else if (i.pos.x < (float)limitG)
- {
- uint2 uvI = uint2(i.pos.x - limitR, i.pos.y);
- color = _Waveform[uvI.y + uvI.x * _Size.y].g * green;
- }
- else
- {
- uint2 uvI = uint2(i.pos.x - limitG, i.pos.y);
- color = _Waveform[uvI.y + uvI.x * _Size.y].b * blue;
- }
-
- color = Tonemap(color, _Exposure);
- color += (0.1).xxx;
-
- return float4(saturate(color), 1.0);
- }
-
- ENDCG
-
- // (0)
- Pass
- {
- CGPROGRAM
-
- #pragma vertex vert_img
- #pragma fragment FragParade
-
- ENDCG
- }
- }
- FallBack off
-}
+Shader "Hidden/Post FX/Monitors/Parade 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;
+ float4 _Size;
+ 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 FragParade(v2f_img i) : SV_Target
+ {
+ const float3 red = float3(1.8, 0.03, 0.02);
+ const float3 green = float3(0.02, 1.3, 0.05);
+ const float3 blue = float3(0.0, 0.45, 1.75);
+ float3 color = float3(0.0, 0.0, 0.0);
+
+ const uint limitR = _Size.x / 3;
+ const uint limitG = limitR * 2;
+
+ if (i.pos.x < (float)limitR)
+ {
+ uint2 uvI = i.pos.xy;
+ color = _Waveform[uvI.y + uvI.x * _Size.y].r * red;
+ }
+ else if (i.pos.x < (float)limitG)
+ {
+ uint2 uvI = uint2(i.pos.x - limitR, i.pos.y);
+ color = _Waveform[uvI.y + uvI.x * _Size.y].g * green;
+ }
+ else
+ {
+ uint2 uvI = uint2(i.pos.x - limitG, i.pos.y);
+ color = _Waveform[uvI.y + uvI.x * _Size.y].b * blue;
+ }
+
+ color = Tonemap(color, _Exposure);
+ color += (0.1).xxx;
+
+ return float4(saturate(color), 1.0);
+ }
+
+ ENDCG
+
+ // (0)
+ Pass
+ {
+ CGPROGRAM
+
+ #pragma vertex vert_img
+ #pragma fragment FragParade
+
+ ENDCG
+ }
+ }
+ FallBack off
+}
--
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