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
+}

--
Gitblit v1.8.0