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/Resources/Shaders/BuiltinDebugViews.shader |  514 ++++++++++++++++++++++++++++----------------------------
 1 files changed, 257 insertions(+), 257 deletions(-)

diff --git a/Assets/Plugins/PostProcessing/Resources/Shaders/BuiltinDebugViews.shader b/Assets/Plugins/PostProcessing/Resources/Shaders/BuiltinDebugViews.shader
index 337128e..9efbbfc 100644
--- a/Assets/Plugins/PostProcessing/Resources/Shaders/BuiltinDebugViews.shader
+++ b/Assets/Plugins/PostProcessing/Resources/Shaders/BuiltinDebugViews.shader
@@ -1,257 +1,257 @@
-Shader "Hidden/Post FX/Builtin Debug Views"
-{
-    CGINCLUDE
-
-        #include "UnityCG.cginc"
-        #include "Common.cginc"
-
-        #pragma exclude_renderers d3d11_9x
-
-        sampler2D_float _CameraDepthTexture;
-        sampler2D_float _CameraDepthNormalsTexture;
-        sampler2D_float _CameraMotionVectorsTexture;
-
-        float4 _CameraDepthTexture_ST;
-        float4 _CameraDepthNormalsTexture_ST;
-        float4 _CameraMotionVectorsTexture_ST;
-
-    #if SOURCE_GBUFFER
-        sampler2D _CameraGBufferTexture2;
-        float4 _CameraGBufferTexture2_ST;
-    #endif
-
-        // -----------------------------------------------------------------------------
-        // Depth
-
-        float _DepthScale;
-
-        float4 FragDepth(VaryingsDefault i) : SV_Target
-        {
-            float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, UnityStereoScreenSpaceUVAdjust(i.uv, _CameraDepthTexture_ST));
-            depth = Linear01Depth(depth) * _DepthScale;
-            float3 d = depth.xxx;
-            
-        #if !UNITY_COLORSPACE_GAMMA
-            d = GammaToLinearSpace(d);
-        #endif
-
-            return float4(d, 1.0);
-        }
-
-        // -----------------------------------------------------------------------------
-        // Normals
-
-        float3 SampleNormal(float2 uv)
-        {
-        #if SOURCE_GBUFFER
-            float3 norm = tex2D(_CameraGBufferTexture2, uv).xyz * 2.0 - 1.0;
-            return mul((float3x3)unity_WorldToCamera, norm);
-        #else
-            float4 cdn = tex2D(_CameraDepthNormalsTexture, uv);
-            return DecodeViewNormalStereo(cdn) * float3(1.0, 1.0, -1.0);
-        #endif
-        }
-
-        float4 FragNormals(VaryingsDefault i) : SV_Target
-        {
-            float3 n = SampleNormal(UnityStereoScreenSpaceUVAdjust(i.uv, _CameraDepthNormalsTexture_ST));
-
-        #if UNITY_COLORSPACE_GAMMA
-            n = LinearToGammaSpace(n);
-        #endif
-
-            return float4(n, 1.0);
-        }
-
-        // -----------------------------------------------------------------------------
-        // Motion vectors
-
-        float _Opacity;
-        float _Amplitude;
-        float4 _Scale;
-
-        float4 FragMovecsOpacity(VaryingsDefault i) : SV_Target
-        {
-            float4 src = tex2D(_MainTex, i.uv);
-            return float4(src.rgb * _Opacity, src.a);
-        }
-
-        // Convert a motion vector into RGBA color.
-        float4 VectorToColor(float2 mv)
-        {
-            float phi = atan2(mv.x, mv.y);
-            float hue = (phi / UNITY_PI + 1.0) * 0.5;
-
-            float r = abs(hue * 6.0 - 3.0) - 1.0;
-            float g = 2.0 - abs(hue * 6.0 - 2.0);
-            float b = 2.0 - abs(hue * 6.0 - 4.0);
-            float a = length(mv);
-
-            return saturate(float4(r, g, b, a));
-        }
-
-        float4 FragMovecsImaging(VaryingsDefault i) : SV_Target
-        {
-            float4 src = tex2D(_MainTex, i.uv);
-
-            float2 mv = tex2D(_CameraMotionVectorsTexture, i.uv).rg * _Amplitude;
-
-        #if UNITY_UV_STARTS_AT_TOP
-            mv.y *= -1.0;
-        #endif
-
-            float4 mc = VectorToColor(mv);
-
-            float3 rgb = src.rgb;
-
-        #if !UNITY_COLORSPACE_GAMMA
-            rgb = LinearToGammaSpace(rgb);
-        #endif
-
-            rgb = lerp(rgb, mc.rgb, mc.a * _Opacity);
-
-        #if !UNITY_COLORSPACE_GAMMA
-            rgb = GammaToLinearSpace(rgb);
-        #endif
-
-            return float4(rgb, src.a);
-        }
-
-        struct VaryingsArrows
-        {
-            float4 vertex : SV_POSITION;
-            float2 scoord : TEXCOORD;
-            float4 color : COLOR;
-        };
-
-        VaryingsArrows VertArrows(AttributesDefault v)
-        {
-            // Retrieve the motion vector.
-            float4 uv = float4(v.texcoord.xy, 0.0, 0.0);
-
-        #if UNITY_UV_STARTS_AT_TOP
-            uv.y = 1.0 - uv.y;
-        #endif
-
-            float2 mv = tex2Dlod(_CameraMotionVectorsTexture, uv).rg * _Amplitude;
-
-        #if UNITY_UV_STARTS_AT_TOP
-            mv.y *= -1.0;
-        #endif
-
-            // Arrow color
-            float4 color = VectorToColor(mv);
-
-            // Make a rotation matrix based on the motion vector.
-            float2x2 rot = float2x2(mv.y, mv.x, -mv.x, mv.y);
-
-            // Rotate and scale the body of the arrow.
-            float2 pos = mul(rot, v.vertex.zy) * _Scale.xy;
-
-            // Normalized variant of the motion vector and the rotation matrix.
-            float2 mv_n = normalize(mv);
-            float2x2 rot_n = float2x2(mv_n.y, mv_n.x, -mv_n.x, mv_n.y);
-
-            // Rotate and scale the head of the arrow.
-            float2 head = float2(v.vertex.x, -abs(v.vertex.x)) * 0.3;
-            head *= saturate(color.a);
-            pos += mul(rot_n, head) * _Scale.xy;
-
-            // Offset the arrow position.
-            pos += v.texcoord.xy * 2.0 - 1.0;
-
-            // Convert to the screen coordinates.
-            float2 scoord = (pos + 1.0) * 0.5 * _ScreenParams.xy;
-
-            // Snap to a pixel-perfect position.
-            scoord = round(scoord);
-
-            // Bring back to the normalized screen space.
-            pos = (scoord + 0.5) * (_ScreenParams.zw - 1.0) * 2.0 - 1.0;
-
-            // Color tweaks
-            color.rgb = GammaToLinearSpace(lerp(color.rgb, 1.0, 0.5));
-            color.a *= _Opacity;
-
-            // Output
-            VaryingsArrows o;
-            o.vertex = float4(pos, 0.0, 1.0);
-            o.scoord = scoord;
-            o.color = saturate(color);
-            return o;
-        }
-
-        float4 FragMovecsArrows(VaryingsArrows i) : SV_Target
-        {
-            // Pseudo anti-aliasing.
-            float aa = length(frac(i.scoord) - 0.5) / 0.707;
-            aa *= (aa * (aa * 0.305306011 + 0.682171111) + 0.012522878); // gamma
-            return float4(i.color.rgb, i.color.a * aa);
-        }
-
-    ENDCG
-
-    SubShader
-    {
-        Cull Off ZWrite Off ZTest Always
-
-        // (0) - Depth
-        Pass
-        {
-            CGPROGRAM
-
-                #pragma vertex VertDefault
-                #pragma fragment FragDepth
-
-            ENDCG
-        }
-
-        // (1) - Normals
-        Pass
-        {
-            CGPROGRAM
-
-                #pragma vertex VertDefault
-                #pragma fragment FragNormals
-                #pragma multi_compile __ SOURCE_GBUFFER
-
-            ENDCG
-        }
-
-        // (2) - Motion vectors - Opacity
-        Pass
-        {
-            CGPROGRAM
-
-                #pragma vertex VertDefault
-                #pragma fragment FragMovecsOpacity
-
-            ENDCG
-        }
-
-        // (3) - Motion vectors - Imaging
-        Pass
-        {
-            CGPROGRAM
-
-                #pragma vertex VertDefault
-                #pragma fragment FragMovecsImaging
-                #pragma multi_compile __ UNITY_COLORSPACE_GAMMA
-
-            ENDCG
-        }
-
-        // (4) - Motion vectors - Arrows
-        Pass
-        {
-            Blend SrcAlpha OneMinusSrcAlpha
-
-            CGPROGRAM
-
-                #pragma vertex VertArrows
-                #pragma fragment FragMovecsArrows
-
-            ENDCG
-        }
-    }
-}
+Shader "Hidden/Post FX/Builtin Debug Views"
+{
+    CGINCLUDE
+
+        #include "UnityCG.cginc"
+        #include "Common.cginc"
+
+        #pragma exclude_renderers d3d11_9x
+
+        sampler2D_float _CameraDepthTexture;
+        sampler2D_float _CameraDepthNormalsTexture;
+        sampler2D_float _CameraMotionVectorsTexture;
+
+        float4 _CameraDepthTexture_ST;
+        float4 _CameraDepthNormalsTexture_ST;
+        float4 _CameraMotionVectorsTexture_ST;
+
+    #if SOURCE_GBUFFER
+        sampler2D _CameraGBufferTexture2;
+        float4 _CameraGBufferTexture2_ST;
+    #endif
+
+        // -----------------------------------------------------------------------------
+        // Depth
+
+        float _DepthScale;
+
+        float4 FragDepth(VaryingsDefault i) : SV_Target
+        {
+            float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, UnityStereoScreenSpaceUVAdjust(i.uv, _CameraDepthTexture_ST));
+            depth = Linear01Depth(depth) * _DepthScale;
+            float3 d = depth.xxx;
+            
+        #if !UNITY_COLORSPACE_GAMMA
+            d = GammaToLinearSpace(d);
+        #endif
+
+            return float4(d, 1.0);
+        }
+
+        // -----------------------------------------------------------------------------
+        // Normals
+
+        float3 SampleNormal(float2 uv)
+        {
+        #if SOURCE_GBUFFER
+            float3 norm = tex2D(_CameraGBufferTexture2, uv).xyz * 2.0 - 1.0;
+            return mul((float3x3)unity_WorldToCamera, norm);
+        #else
+            float4 cdn = tex2D(_CameraDepthNormalsTexture, uv);
+            return DecodeViewNormalStereo(cdn) * float3(1.0, 1.0, -1.0);
+        #endif
+        }
+
+        float4 FragNormals(VaryingsDefault i) : SV_Target
+        {
+            float3 n = SampleNormal(UnityStereoScreenSpaceUVAdjust(i.uv, _CameraDepthNormalsTexture_ST));
+
+        #if UNITY_COLORSPACE_GAMMA
+            n = LinearToGammaSpace(n);
+        #endif
+
+            return float4(n, 1.0);
+        }
+
+        // -----------------------------------------------------------------------------
+        // Motion vectors
+
+        float _Opacity;
+        float _Amplitude;
+        float4 _Scale;
+
+        float4 FragMovecsOpacity(VaryingsDefault i) : SV_Target
+        {
+            float4 src = tex2D(_MainTex, i.uv);
+            return float4(src.rgb * _Opacity, src.a);
+        }
+
+        // Convert a motion vector into RGBA color.
+        float4 VectorToColor(float2 mv)
+        {
+            float phi = atan2(mv.x, mv.y);
+            float hue = (phi / UNITY_PI + 1.0) * 0.5;
+
+            float r = abs(hue * 6.0 - 3.0) - 1.0;
+            float g = 2.0 - abs(hue * 6.0 - 2.0);
+            float b = 2.0 - abs(hue * 6.0 - 4.0);
+            float a = length(mv);
+
+            return saturate(float4(r, g, b, a));
+        }
+
+        float4 FragMovecsImaging(VaryingsDefault i) : SV_Target
+        {
+            float4 src = tex2D(_MainTex, i.uv);
+
+            float2 mv = tex2D(_CameraMotionVectorsTexture, i.uv).rg * _Amplitude;
+
+        #if UNITY_UV_STARTS_AT_TOP
+            mv.y *= -1.0;
+        #endif
+
+            float4 mc = VectorToColor(mv);
+
+            float3 rgb = src.rgb;
+
+        #if !UNITY_COLORSPACE_GAMMA
+            rgb = LinearToGammaSpace(rgb);
+        #endif
+
+            rgb = lerp(rgb, mc.rgb, mc.a * _Opacity);
+
+        #if !UNITY_COLORSPACE_GAMMA
+            rgb = GammaToLinearSpace(rgb);
+        #endif
+
+            return float4(rgb, src.a);
+        }
+
+        struct VaryingsArrows
+        {
+            float4 vertex : SV_POSITION;
+            float2 scoord : TEXCOORD;
+            float4 color : COLOR;
+        };
+
+        VaryingsArrows VertArrows(AttributesDefault v)
+        {
+            // Retrieve the motion vector.
+            float4 uv = float4(v.texcoord.xy, 0.0, 0.0);
+
+        #if UNITY_UV_STARTS_AT_TOP
+            uv.y = 1.0 - uv.y;
+        #endif
+
+            float2 mv = tex2Dlod(_CameraMotionVectorsTexture, uv).rg * _Amplitude;
+
+        #if UNITY_UV_STARTS_AT_TOP
+            mv.y *= -1.0;
+        #endif
+
+            // Arrow color
+            float4 color = VectorToColor(mv);
+
+            // Make a rotation matrix based on the motion vector.
+            float2x2 rot = float2x2(mv.y, mv.x, -mv.x, mv.y);
+
+            // Rotate and scale the body of the arrow.
+            float2 pos = mul(rot, v.vertex.zy) * _Scale.xy;
+
+            // Normalized variant of the motion vector and the rotation matrix.
+            float2 mv_n = normalize(mv);
+            float2x2 rot_n = float2x2(mv_n.y, mv_n.x, -mv_n.x, mv_n.y);
+
+            // Rotate and scale the head of the arrow.
+            float2 head = float2(v.vertex.x, -abs(v.vertex.x)) * 0.3;
+            head *= saturate(color.a);
+            pos += mul(rot_n, head) * _Scale.xy;
+
+            // Offset the arrow position.
+            pos += v.texcoord.xy * 2.0 - 1.0;
+
+            // Convert to the screen coordinates.
+            float2 scoord = (pos + 1.0) * 0.5 * _ScreenParams.xy;
+
+            // Snap to a pixel-perfect position.
+            scoord = round(scoord);
+
+            // Bring back to the normalized screen space.
+            pos = (scoord + 0.5) * (_ScreenParams.zw - 1.0) * 2.0 - 1.0;
+
+            // Color tweaks
+            color.rgb = GammaToLinearSpace(lerp(color.rgb, 1.0, 0.5));
+            color.a *= _Opacity;
+
+            // Output
+            VaryingsArrows o;
+            o.vertex = float4(pos, 0.0, 1.0);
+            o.scoord = scoord;
+            o.color = saturate(color);
+            return o;
+        }
+
+        float4 FragMovecsArrows(VaryingsArrows i) : SV_Target
+        {
+            // Pseudo anti-aliasing.
+            float aa = length(frac(i.scoord) - 0.5) / 0.707;
+            aa *= (aa * (aa * 0.305306011 + 0.682171111) + 0.012522878); // gamma
+            return float4(i.color.rgb, i.color.a * aa);
+        }
+
+    ENDCG
+
+    SubShader
+    {
+        Cull Off ZWrite Off ZTest Always
+
+        // (0) - Depth
+        Pass
+        {
+            CGPROGRAM
+
+                #pragma vertex VertDefault
+                #pragma fragment FragDepth
+
+            ENDCG
+        }
+
+        // (1) - Normals
+        Pass
+        {
+            CGPROGRAM
+
+                #pragma vertex VertDefault
+                #pragma fragment FragNormals
+                #pragma multi_compile __ SOURCE_GBUFFER
+
+            ENDCG
+        }
+
+        // (2) - Motion vectors - Opacity
+        Pass
+        {
+            CGPROGRAM
+
+                #pragma vertex VertDefault
+                #pragma fragment FragMovecsOpacity
+
+            ENDCG
+        }
+
+        // (3) - Motion vectors - Imaging
+        Pass
+        {
+            CGPROGRAM
+
+                #pragma vertex VertDefault
+                #pragma fragment FragMovecsImaging
+                #pragma multi_compile __ UNITY_COLORSPACE_GAMMA
+
+            ENDCG
+        }
+
+        // (4) - Motion vectors - Arrows
+        Pass
+        {
+            Blend SrcAlpha OneMinusSrcAlpha
+
+            CGPROGRAM
+
+                #pragma vertex VertArrows
+                #pragma fragment FragMovecsArrows
+
+            ENDCG
+        }
+    }
+}

--
Gitblit v1.8.0