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/VectorscopeRender.shader |  202 +++++++++++++++++++++++++-------------------------
 1 files changed, 101 insertions(+), 101 deletions(-)

diff --git a/Assets/Plugins/PostProcessing/Editor Resources/Monitors/VectorscopeRender.shader b/Assets/Plugins/PostProcessing/Editor Resources/Monitors/VectorscopeRender.shader
index 62a7a03..917090e 100644
--- a/Assets/Plugins/PostProcessing/Editor Resources/Monitors/VectorscopeRender.shader
+++ b/Assets/Plugins/PostProcessing/Editor Resources/Monitors/VectorscopeRender.shader
@@ -1,101 +1,101 @@
-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
+}

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