Merge branch 'master' of http://nas.ultracombos.com:3400/19050-Frozen2/Develop-19050-Frozen2
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@ -1,91 +0,0 @@ |
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#include "UnityCG.cginc" |
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|
||||
RWStructuredBuffer<uint4> _Histogram; |
||||
Texture2D<float4> _Source; |
||||
|
||||
CBUFFER_START (Params) |
||||
uint _IsLinear; |
||||
float4 _Res; |
||||
uint4 _Channels; |
||||
CBUFFER_END |
||||
|
||||
groupshared uint4 gs_histogram[256]; |
||||
|
||||
#define GROUP_SIZE 16 |
||||
|
||||
#pragma kernel KHistogramGather |
||||
[numthreads(GROUP_SIZE, GROUP_SIZE,1)] |
||||
void KHistogramGather(uint2 dispatchThreadId : SV_DispatchThreadID, uint2 groupThreadId : SV_GroupThreadID) |
||||
{ |
||||
const uint localThreadId = groupThreadId.y * GROUP_SIZE + groupThreadId.x; |
||||
|
||||
if (localThreadId < 256) |
||||
gs_histogram[localThreadId] = uint4(0, 0, 0, 0); |
||||
|
||||
GroupMemoryBarrierWithGroupSync(); |
||||
|
||||
if (dispatchThreadId.x < (uint)_Res.x && dispatchThreadId.y < (uint)_Res.y) |
||||
{ |
||||
// We want a gamma histogram (like Photoshop & all) |
||||
float3 color = saturate(_Source[dispatchThreadId].xyz); |
||||
if (_IsLinear > 0) |
||||
color = LinearToGammaSpace(color); |
||||
|
||||
// Convert color & luminance to histogram bin |
||||
uint3 idx_c = (uint3)(round(color * 255.0)); |
||||
uint idx_l = (uint)(round(dot(color.rgb, float3(0.2125, 0.7154, 0.0721)) * 255.0)); |
||||
|
||||
// Fill the group shared histogram |
||||
if (_Channels.x > 0u) InterlockedAdd(gs_histogram[idx_c.x].x, 1); // Red |
||||
if (_Channels.y > 0u) InterlockedAdd(gs_histogram[idx_c.y].y, 1); // Green |
||||
if (_Channels.z > 0u) InterlockedAdd(gs_histogram[idx_c.z].z, 1); // Blue |
||||
if (_Channels.w > 0u) InterlockedAdd(gs_histogram[idx_l].w, 1); // Luminance |
||||
} |
||||
|
||||
GroupMemoryBarrierWithGroupSync(); |
||||
|
||||
// Merge |
||||
if (localThreadId < 256) |
||||
{ |
||||
uint4 h = gs_histogram[localThreadId]; |
||||
if (_Channels.x > 0u && h.x > 0) InterlockedAdd(_Histogram[localThreadId].x, h.x); // Red |
||||
if (_Channels.y > 0u && h.y > 0) InterlockedAdd(_Histogram[localThreadId].y, h.y); // Green |
||||
if (_Channels.z > 0u && h.z > 0) InterlockedAdd(_Histogram[localThreadId].z, h.z); // Blue |
||||
if (_Channels.w > 0u && h.w > 0) InterlockedAdd(_Histogram[localThreadId].w, h.w); // Luminance |
||||
} |
||||
} |
||||
|
||||
// Scaling pass |
||||
groupshared uint4 gs_pyramid[256]; |
||||
|
||||
#pragma kernel KHistogramScale |
||||
[numthreads(16,16,1)] |
||||
void KHistogramScale(uint2 groupThreadId : SV_GroupThreadID) |
||||
{ |
||||
const uint localThreadId = groupThreadId.y * 16 + groupThreadId.x; |
||||
gs_pyramid[localThreadId] = _Histogram[localThreadId]; |
||||
|
||||
GroupMemoryBarrierWithGroupSync(); |
||||
|
||||
// Parallel reduction to find the max value |
||||
UNITY_UNROLL |
||||
for(uint i = 256 >> 1; i > 0; i >>= 1) |
||||
{ |
||||
if(localThreadId < i) |
||||
gs_pyramid[localThreadId] = max(gs_pyramid[localThreadId], gs_pyramid[localThreadId + i]); |
||||
|
||||
GroupMemoryBarrierWithGroupSync(); |
||||
} |
||||
|
||||
// Actual scaling |
||||
float4 factor = _Res.y / (float4)gs_pyramid[0]; |
||||
_Histogram[localThreadId] = (uint4)round(_Histogram[localThreadId] * factor); |
||||
} |
||||
|
||||
#pragma kernel KHistogramClear |
||||
[numthreads(GROUP_SIZE, GROUP_SIZE, 1)] |
||||
void KHistogramClear(uint2 dispatchThreadId : SV_DispatchThreadID) |
||||
{ |
||||
if (dispatchThreadId.x < (uint)_Res.x && dispatchThreadId.y < (uint)_Res.y) |
||||
_Histogram[dispatchThreadId.y * _Res.x + dispatchThreadId.x] = uint4(0u, 0u, 0u, 0u); |
||||
} |
||||
@ -1,9 +0,0 @@ |
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licenseType: Pro |
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currentAPIMask: 4 |
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@ -1,141 +0,0 @@ |
||||
Shader "Hidden/Post FX/Monitors/Histogram 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> _Histogram; |
||||
float2 _Size; |
||||
uint _Channel; |
||||
float4 _ColorR; |
||||
float4 _ColorG; |
||||
float4 _ColorB; |
||||
float4 _ColorL; |
||||
|
||||
float4 FragSingleChannel(v2f_img i) : SV_Target |
||||
{ |
||||
const float4 COLORS[4] = { _ColorR, _ColorG, _ColorB, _ColorL }; |
||||
|
||||
float remapI = i.uv.x * 255.0; |
||||
uint index = floor(remapI); |
||||
float delta = frac(remapI); |
||||
float v1 = _Histogram[index][_Channel]; |
||||
float v2 = _Histogram[min(index + 1, 255)][_Channel]; |
||||
float h = v1 * (1.0 - delta) + v2 * delta; |
||||
uint y = (uint)round(i.uv.y * _Size.y); |
||||
|
||||
float4 color = float4(0.1, 0.1, 0.1, 1.0); |
||||
float fill = step(y, h); |
||||
color = lerp(color, COLORS[_Channel], fill); |
||||
return color; |
||||
} |
||||
|
||||
float4 FragRgbMerged(v2f_img i) : SV_Target |
||||
{ |
||||
const float4 COLORS[3] = { _ColorR, _ColorG, _ColorB }; |
||||
|
||||
float4 targetColor = float4(0.1, 0.1, 0.1, 1.0); |
||||
float4 emptyColor = float4(0.0, 0.0, 0.0, 1.0); |
||||
|
||||
float remapI = i.uv.x * 255.0; |
||||
uint index = floor(remapI); |
||||
float delta = frac(remapI); |
||||
|
||||
for (int j = 0; j < 3; j++) |
||||
{ |
||||
float v1 = _Histogram[index][j]; |
||||
float v2 = _Histogram[min(index + 1, 255)][j]; |
||||
float h = v1 * (1.0 - delta) + v2 * delta; |
||||
uint y = (uint)round(i.uv.y * _Size.y); |
||||
float fill = step(y, h); |
||||
float4 color = lerp(emptyColor, COLORS[j], fill); |
||||
targetColor += color; |
||||
} |
||||
|
||||
return saturate(targetColor); |
||||
} |
||||
|
||||
float4 FragRgbSplitted(v2f_img i) : SV_Target |
||||
{ |
||||
const float4 COLORS[3] = {_ColorR, _ColorG, _ColorB}; |
||||
|
||||
const float limitB = round(_Size.y / 3.0); |
||||
const float limitG = limitB * 2; |
||||
|
||||
float4 color = float4(0.1, 0.1, 0.1, 1.0); |
||||
uint channel; |
||||
float offset; |
||||
|
||||
if (i.pos.y < limitB) |
||||
{ |
||||
channel = 2; |
||||
offset = 0.0; |
||||
} |
||||
else if (i.pos.y < limitG) |
||||
{ |
||||
channel = 1; |
||||
offset = limitB; |
||||
} |
||||
else |
||||
{ |
||||
channel = 0; |
||||
offset = limitG; |
||||
} |
||||
|
||||
float remapI = i.uv.x * 255.0; |
||||
uint index = floor(remapI); |
||||
float delta = frac(remapI); |
||||
float v1 = offset + _Histogram[index][channel] / 3.0; |
||||
float v2 = offset + _Histogram[min(index + 1, 255)][channel] / 3.0; |
||||
float h = v1 * (1.0 - delta) + v2 * delta; |
||||
uint y = (uint)round(i.uv.y * _Size.y); |
||||
|
||||
float fill = step(y, h); |
||||
color = lerp(color, COLORS[channel], fill); |
||||
return color; |
||||
} |
||||
|
||||
ENDCG |
||||
|
||||
// (0) Channel |
||||
Pass |
||||
{ |
||||
CGPROGRAM |
||||
|
||||
#pragma vertex vert_img |
||||
#pragma fragment FragSingleChannel |
||||
|
||||
ENDCG |
||||
} |
||||
|
||||
// (1) RGB merged |
||||
Pass |
||||
{ |
||||
CGPROGRAM |
||||
|
||||
#pragma vertex vert_img |
||||
#pragma fragment FragRgbMerged |
||||
|
||||
ENDCG |
||||
} |
||||
|
||||
// (2) RGB splitted |
||||
Pass |
||||
{ |
||||
CGPROGRAM |
||||
|
||||
#pragma vertex vert_img |
||||
#pragma fragment FragRgbSplitted |
||||
|
||||
ENDCG |
||||
} |
||||
} |
||||
FallBack off |
||||
} |
||||
@ -1,9 +0,0 @@ |
||||
fileFormatVersion: 2 |
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guid: 965efa32cf2345647a1c987546e08f86 |
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timeCreated: 1459956391 |
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licenseType: Pro |
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defaultTextures: [] |
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Shader "Hidden/Post FX/Monitors/Parade Render" |
||||
{ |
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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 |
||||
} |
||||
@ -1,9 +0,0 @@ |
||||
fileFormatVersion: 2 |
||||
guid: 5ae1bfc1dd20ac04e8b74aa0f2f12eea |
||||
timeCreated: 1459956391 |
||||
licenseType: Pro |
||||
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defaultTextures: [] |
||||
userData: |
||||
assetBundleName: |
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assetBundleVariant: |
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@ -1,49 +0,0 @@ |
||||
#include "UnityCG.cginc" |
||||
|
||||
RWStructuredBuffer<uint> _Vectorscope; |
||||
Texture2D<float4> _Source; |
||||
|
||||
CBUFFER_START (Params) |
||||
uint _IsLinear; |
||||
float4 _Res; |
||||
CBUFFER_END |
||||
|
||||
#define GROUP_SIZE 32 |
||||
|
||||
float3 RgbToYUV(float3 c) |
||||
{ |
||||
float Y = 0.299 * c.r + 0.587 * c.g + 0.114 * c.b; |
||||
float U = -0.169 * c.r - 0.331 * c.g + 0.500 * c.b; |
||||
float V = 0.500 * c.r - 0.419 * c.g - 0.081 * c.b; |
||||
return float3(Y, U, V); |
||||
} |
||||
|
||||
#pragma kernel KVectorscope |
||||
[numthreads(GROUP_SIZE,GROUP_SIZE,1)] |
||||
void KVectorscope(uint2 dispatchThreadId : SV_DispatchThreadID) |
||||
{ |
||||
if (dispatchThreadId.x < (uint)_Res.x && dispatchThreadId.y < (uint)_Res.y) |
||||
{ |
||||
float3 color = saturate(_Source[dispatchThreadId].xyz); |
||||
if (_IsLinear > 0) |
||||
color = LinearToGammaSpace(color); |
||||
|
||||
float3 yuv = RgbToYUV(color); |
||||
|
||||
if (length(yuv.yz) > 0.49) |
||||
yuv.yz = normalize(yuv.yz) * 0.49; |
||||
|
||||
yuv.yz += (0.5).xx; |
||||
uint u = (uint)floor(yuv.y * _Res.x); |
||||
uint v = (uint)floor(yuv.z * _Res.y); |
||||
InterlockedAdd(_Vectorscope[v * _Res.x + u], 1); |
||||
} |
||||
} |
||||
|
||||
#pragma kernel KVectorscopeClear |
||||
[numthreads(GROUP_SIZE,GROUP_SIZE,1)] |
||||
void KVectorscopeClear(uint2 dispatchThreadId : SV_DispatchThreadID) |
||||
{ |
||||
if (dispatchThreadId.x < (uint)_Res.x && dispatchThreadId.y < (uint)_Res.y) |
||||
_Vectorscope[dispatchThreadId.y * _Res.x + dispatchThreadId.x] = 0u; |
||||
} |
||||
@ -1,9 +0,0 @@ |
||||
fileFormatVersion: 2 |
||||
guid: 45de9ff58691e934c9810dc23de2ba50 |
||||
timeCreated: 1459956391 |
||||
licenseType: Pro |
||||
ComputeShaderImporter: |
||||
currentAPIMask: 4 |
||||
userData: |
||||
assetBundleName: |
||||
assetBundleVariant: |
||||
@ -1,101 +0,0 @@ |
||||
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 |
||||
} |
||||
@ -1,9 +0,0 @@ |
||||
fileFormatVersion: 2 |
||||
guid: 1c4298cd35ef7834e892898e49d61ecd |
||||
timeCreated: 1461756159 |
||||
licenseType: Pro |
||||
ShaderImporter: |
||||
defaultTextures: [] |
||||
userData: |
||||
assetBundleName: |
||||
assetBundleVariant: |
||||
@ -1,42 +0,0 @@ |
||||
#include "UnityCG.cginc" |
||||
|
||||
RWStructuredBuffer<uint4> _Waveform; |
||||
Texture2D<float4> _Source; |
||||
|
||||
CBUFFER_START (Params) |
||||
uint _IsLinear; |
||||
uint4 _Channels; |
||||
CBUFFER_END |
||||
|
||||
#define COLUMNS 384 |
||||
|
||||
#pragma kernel KWaveform |
||||
[numthreads(1,COLUMNS,1)] |
||||
void KWaveform(uint2 dispatchThreadId : SV_DispatchThreadID) |
||||
{ |
||||
// We want a gamma corrected colors |
||||
float3 color = _Source[dispatchThreadId].rgb; |
||||
if (_IsLinear > 0u) |
||||
color = LinearToGammaSpace(color); |
||||
|
||||
color = saturate(color); |
||||
|
||||
// Convert color & luminance to histogram bins |
||||
const float kColumnsMinusOne = COLUMNS - 1.0; |
||||
uint3 idx_c = (uint3)(round(color * kColumnsMinusOne)); |
||||
uint idx_l = (uint)(round(dot(color.rgb, float3(0.2126, 0.7152, 0.0722)) * kColumnsMinusOne)); |
||||
|
||||
// A lot of atomic operations will be skipped so there's no need to over-think this one. |
||||
uint j = dispatchThreadId.x * COLUMNS; |
||||
if (_Channels.x > 0u && idx_c.x > 0u) InterlockedAdd(_Waveform[j + idx_c.x].x, 1u); // Red |
||||
if (_Channels.y > 0u && idx_c.y > 0u) InterlockedAdd(_Waveform[j + idx_c.y].y, 1u); // Green |
||||
if (_Channels.z > 0u && idx_c.z > 0u) InterlockedAdd(_Waveform[j + idx_c.z].z, 1u); // Blue |
||||
if (_Channels.w > 0u) InterlockedAdd(_Waveform[j + idx_l].w, 1u); // Luminance |
||||
} |
||||
|
||||
#pragma kernel KWaveformClear |
||||
[numthreads(1, COLUMNS, 1)] |
||||
void KWaveformClear(uint2 dispatchThreadId : SV_DispatchThreadID) |
||||
{ |
||||
_Waveform[dispatchThreadId.x * COLUMNS + dispatchThreadId.y] = uint4(0u, 0u, 0u, 0u); |
||||
} |
||||
@ -1,9 +0,0 @@ |
||||
fileFormatVersion: 2 |
||||
guid: 9d9b886f7a8fe7b4baf56624c42e3420 |
||||
timeCreated: 1459956392 |
||||
licenseType: Pro |
||||
ComputeShaderImporter: |
||||
currentAPIMask: 4 |
||||
userData: |
||||
assetBundleName: |
||||
assetBundleVariant: |
||||
@ -1,65 +0,0 @@ |
||||
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 |
||||
} |
||||
@ -1,9 +0,0 @@ |
||||
fileFormatVersion: 2 |
||||
guid: 8b3e43c50424ab2428a9c172843bc66d |
||||
timeCreated: 1459956391 |
||||
licenseType: Pro |
||||
ShaderImporter: |
||||
defaultTextures: [] |
||||
userData: |
||||
assetBundleName: |
||||
assetBundleVariant: |
||||
@ -1,9 +0,0 @@ |
||||
fileFormatVersion: 2 |
||||
guid: df37d60cc69b7b04d9705a74938179e7 |
||||
folderAsset: yes |
||||
timeCreated: 1460627771 |
||||
licenseType: Pro |
||||
DefaultImporter: |
||||
userData: |
||||
assetBundleName: |
||||
assetBundleVariant: |
||||
@ -1,63 +0,0 @@ |
||||
Shader "Hidden/Post FX/UI/Curve Background" |
||||
{ |
||||
CGINCLUDE |
||||
|
||||
#pragma target 3.0 |
||||
#include "UnityCG.cginc" |
||||
|
||||
float _DisabledState; |
||||
|
||||
float3 HsvToRgb(float3 c) |
||||
{ |
||||
float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); |
||||
float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www); |
||||
return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y); |
||||
} |
||||
|
||||
float4 FragHue(v2f_img i) : SV_Target |
||||
{ |
||||
float3 hsv = HsvToRgb(float3(i.uv.x, 1.0, 0.2)); |
||||
float4 color = float4((0.0).xxx, 1.0); |
||||
color.rgb = lerp(color.rgb, hsv, smoothstep(0.5, 1.1, 1.0 - i.uv.y)) + lerp(color.rgb, hsv, smoothstep(0.5, 1.1, i.uv.y)); |
||||
color.rgb += (0.15).xxx; |
||||
return float4(color.rgb, color.a * _DisabledState); |
||||
} |
||||
|
||||
float4 FragSat(v2f_img i) : SV_Target |
||||
{ |
||||
float4 color = float4((0.0).xxx, 1.0); |
||||
float sat = i.uv.x / 2; |
||||
color.rgb += lerp(color.rgb, (sat).xxx, smoothstep(0.5, 1.2, 1.0 - i.uv.y)) + lerp(color.rgb, (sat).xxx, smoothstep(0.5, 1.2, i.uv.y)); |
||||
color.rgb += (0.15).xxx; |
||||
return float4(color.rgb, color.a * _DisabledState); |
||||
} |
||||
|
||||
ENDCG |
||||
|
||||
SubShader |
||||
{ |
||||
Cull Off ZWrite Off ZTest Always |
||||
|
||||
// (0) Hue |
||||
Pass |
||||
{ |
||||
CGPROGRAM |
||||
|
||||
#pragma vertex vert_img |
||||
#pragma fragment FragHue |
||||
|
||||
ENDCG |
||||
} |
||||
|
||||
// (1) Sat/lum |
||||
Pass |
||||
{ |
||||
CGPROGRAM |
||||
|
||||
#pragma vertex vert_img |
||||
#pragma fragment FragSat |
||||
|
||||
ENDCG |
||||
} |
||||
} |
||||
} |
||||
@ -1,9 +0,0 @@ |
||||
fileFormatVersion: 2 |
||||
guid: b1b2bfb2897659e45983f0c3e7dda2c8 |
||||
timeCreated: 1460970196 |
||||
licenseType: Pro |
||||
ShaderImporter: |
||||
defaultTextures: [] |
||||
userData: |
||||
assetBundleName: |
||||
assetBundleVariant: |
||||
|
Before Width: | Height: | Size: 7.9 KiB |
@ -1,59 +0,0 @@ |
||||
fileFormatVersion: 2 |
||||
guid: c0fa58091049bd24394fa15b0b6d4c5a |
||||
timeCreated: 1468326774 |
||||
licenseType: Pro |
||||
TextureImporter: |
||||
fileIDToRecycleName: {} |
||||
serializedVersion: 2 |
||||
mipmaps: |
||||
mipMapMode: 0 |
||||
enableMipMap: 0 |
||||
linearTexture: 1 |
||||
correctGamma: 0 |
||||
fadeOut: 0 |
||||
borderMipMap: 0 |
||||
mipMapFadeDistanceStart: 1 |
||||
mipMapFadeDistanceEnd: 3 |
||||
bumpmap: |
||||
convertToNormalMap: 0 |
||||
externalNormalMap: 0 |
||||
heightScale: 0.25 |
||||
normalMapFilter: 0 |
||||
isReadable: 0 |
||||
grayScaleToAlpha: 0 |
||||
generateCubemap: 0 |
||||
cubemapConvolution: 0 |
||||
cubemapConvolutionSteps: 7 |
||||
cubemapConvolutionExponent: 1.5 |
||||
seamlessCubemap: 0 |
||||
textureFormat: -1 |
||||
maxTextureSize: 2048 |
||||
textureSettings: |
||||
filterMode: -1 |
||||
aniso: 1 |
||||
mipBias: -1 |
||||
wrapMode: 1 |
||||
nPOTScale: 0 |
||||
lightmap: 0 |
||||
rGBM: 0 |
||||
compressionQuality: 50 |
||||
allowsAlphaSplitting: 0 |
||||
spriteMode: 0 |
||||
spriteExtrude: 1 |
||||
spriteMeshType: 1 |
||||
alignment: 0 |
||||
spritePivot: {x: 0.5, y: 0.5} |
||||
spriteBorder: {x: 0, y: 0, z: 0, w: 0} |
||||
spritePixelsToUnits: 100 |
||||
alphaIsTransparency: 1 |
||||
spriteTessellationDetail: -1 |
||||
textureType: 2 |
||||
buildTargetSettings: [] |
||||
spriteSheet: |
||||
serializedVersion: 2 |
||||
sprites: [] |
||||
outline: [] |
||||
spritePackingTag: |
||||
userData: |
||||
assetBundleName: |
||||
assetBundleVariant: |
||||
@ -1,118 +0,0 @@ |
||||
Shader "Hidden/Post FX/UI/Trackball" |
||||
{ |
||||
CGINCLUDE |
||||
|
||||
#include "UnityCG.cginc" |
||||
|
||||
#define PI 3.14159265359 |
||||
#define PI2 6.28318530718 |
||||
|
||||
float _Offset; |
||||
float _DisabledState; |
||||
float2 _Resolution; // x: size, y: size / 2 |
||||
|
||||
float3 HsvToRgb(float3 c) |
||||
{ |
||||
float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); |
||||
float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www); |
||||
return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y); |
||||
} |
||||
|
||||
float4 CreateWheel(v2f_img i, float crossColor, float offsetColor) |
||||
{ |
||||
const float kHueOuterRadius = 0.45; |
||||
const float kHueInnerRadius = 0.38; |
||||
const float kLumOuterRadius = 0.495; |
||||
const float kLumInnerRadius = 0.48; |
||||
|
||||
float4 color = (0.0).xxxx; |
||||
float2 uvc = i.uv - (0.5).xx; |
||||
float dist = sqrt(dot(uvc, uvc)); |
||||
float delta = fwidth(dist); |
||||
float angle = atan2(uvc.x, uvc.y); |
||||
|
||||
// Cross |
||||
{ |
||||
float radius = (0.5 - kHueInnerRadius) * _Resolution.x + 1.0; |
||||
float2 pixel = (_Resolution.xx - 1.0) * i.uv + 1.0; |
||||
|
||||
float vline = step(floor(fmod(pixel.x, _Resolution.y)), 0.0); |
||||
vline *= step(radius, pixel.y) * step(pixel.y, _Resolution.x - radius); |
||||
|
||||
float hline = step(floor(fmod(pixel.y, _Resolution.y)), 0.0); |
||||
hline *= step(radius, pixel.x) * step(pixel.x, _Resolution.x - radius); |
||||
|
||||
color += hline.xxxx * (1.0).xxxx; |
||||
color += vline.xxxx * (1.0).xxxx; |
||||
color = saturate(color); |
||||
color *= half4((crossColor).xxx, 0.05); |
||||
} |
||||
|
||||
// Hue |
||||
{ |
||||
float alphaOut = smoothstep(kHueOuterRadius - delta, kHueOuterRadius + delta, dist); |
||||
float alphaIn = smoothstep(kHueInnerRadius - delta, kHueInnerRadius + delta, dist); |
||||
|
||||
float hue = angle; |
||||
hue = 1.0 - ((hue > 0.0) ? hue : PI2 + hue) / PI2; |
||||
float4 c = float4(HsvToRgb(float3(hue, 1.0, 1.0)), 1.0); |
||||
color += lerp((0.0).xxxx, c, alphaIn - alphaOut); |
||||
} |
||||
|
||||
// Offset |
||||
{ |
||||
float alphaOut = smoothstep(kLumOuterRadius - delta, kLumOuterRadius + delta, dist); |
||||
float alphaIn = smoothstep(kLumInnerRadius - delta, kLumInnerRadius + delta / 2, dist); |
||||
float4 c = float4((offsetColor).xxx, 1.0); |
||||
|
||||
float a = PI * _Offset; |
||||
if (_Offset >= 0 && angle < a && angle > 0.0) |
||||
c = float4((1.0).xxx, 0.5); |
||||
else if (angle > a && angle < 0.0) |
||||
c = float4((1.0).xxx, 0.5); |
||||
|
||||
color += lerp((0.0).xxxx, c, alphaIn - alphaOut); |
||||
} |
||||
|
||||
return color * _DisabledState; |
||||
} |
||||
|
||||
float4 FragTrackballDark(v2f_img i) : SV_Target |
||||
{ |
||||
return CreateWheel(i, 1.0, 0.15); |
||||
} |
||||
|
||||
float4 FragTrackballLight(v2f_img i) : SV_Target |
||||
{ |
||||
return CreateWheel(i, 0.0, 0.3); |
||||
} |
||||
|
||||
ENDCG |
||||
|
||||
SubShader |
||||
{ |
||||
Cull Off ZWrite Off ZTest Always |
||||
|
||||
// (0) Dark skin |
||||
Pass |
||||
{ |
||||
CGPROGRAM |
||||
|
||||
#pragma vertex vert_img |
||||
#pragma fragment FragTrackballDark |
||||
|
||||
ENDCG |
||||
} |
||||
|
||||
// (1) Light skin |
||||
Pass |
||||
{ |
||||
CGPROGRAM |
||||
|
||||
#pragma vertex vert_img |
||||
#pragma fragment FragTrackballLight |
||||
|
||||
ENDCG |
||||
} |
||||
} |
||||
} |
||||
@ -1,9 +0,0 @@ |
||||
fileFormatVersion: 2 |
||||
guid: 4bf49309c7ab9eb42a86774d2c09b4fa |
||||
timeCreated: 1460627788 |
||||
licenseType: Pro |
||||
ShaderImporter: |
||||
defaultTextures: [] |
||||
userData: |
||||
assetBundleName: |
||||
assetBundleVariant: |
||||
@ -1,9 +0,0 @@ |
||||
fileFormatVersion: 2 |
||||
guid: e0e418747b892364db5c5f4451e67ede |
||||
folderAsset: yes |
||||
timeCreated: 1466586258 |
||||
licenseType: Pro |
||||
DefaultImporter: |
||||
userData: |
||||
assetBundleName: |
||||
assetBundleVariant: |
||||
@ -1,9 +0,0 @@ |
||||
fileFormatVersion: 2 |
||||
guid: cc5c690f549b4704eb992a9be781554d |
||||
folderAsset: yes |
||||
timeCreated: 1466769698 |
||||
licenseType: Pro |
||||
DefaultImporter: |
||||
userData: |
||||
assetBundleName: |
||||
assetBundleVariant: |
||||
@ -1,16 +0,0 @@ |
||||
using System; |
||||
|
||||
namespace UnityEditor.PostProcessing |
||||
{ |
||||
public class PostProcessingModelEditorAttribute : Attribute |
||||
{ |
||||
public readonly Type type; |
||||
public readonly bool alwaysEnabled; |
||||
|
||||
public PostProcessingModelEditorAttribute(Type type, bool alwaysEnabled = false) |
||||
{ |
||||
this.type = type; |
||||
this.alwaysEnabled = alwaysEnabled; |
||||
} |
||||
} |
||||
} |
||||
@ -1,12 +0,0 @@ |
||||
fileFormatVersion: 2 |
||||
guid: c21938aa988055347a2271f03a3e731e |
||||
timeCreated: 1466769734 |
||||
licenseType: Pro |
||||
MonoImporter: |
||||
serializedVersion: 2 |
||||
defaultReferences: [] |
||||
executionOrder: 0 |
||||
icon: {instanceID: 0} |
||||
userData: |
||||
assetBundleName: |
||||
assetBundleVariant: |
||||
@ -1,9 +0,0 @@ |
||||
fileFormatVersion: 2 |
||||
guid: d5341d31985da604db4b100f174142ad |
||||
folderAsset: yes |
||||
timeCreated: 1466769808 |
||||
licenseType: Pro |
||||
DefaultImporter: |
||||
userData: |
||||
assetBundleName: |
||||
assetBundleVariant: |
||||
@ -1,42 +0,0 @@ |
||||
using UnityEngine.PostProcessing; |
||||
|
||||
namespace UnityEditor.PostProcessing |
||||
{ |
||||
using Settings = AmbientOcclusionModel.Settings; |
||||
|
||||
[PostProcessingModelEditor(typeof(AmbientOcclusionModel))] |
||||
public class AmbientOcclusionModelEditor : PostProcessingModelEditor |
||||
{ |
||||
SerializedProperty m_Intensity; |
||||
SerializedProperty m_Radius; |
||||
SerializedProperty m_SampleCount; |
||||
SerializedProperty m_Downsampling; |
||||
SerializedProperty m_ForceForwardCompatibility; |
||||
SerializedProperty m_AmbientOnly; |
||||
SerializedProperty m_HighPrecision; |
||||
|
||||
public override void OnEnable() |
||||
{ |
||||
m_Intensity = FindSetting((Settings x) => x.intensity); |
||||
m_Radius = FindSetting((Settings x) => x.radius); |
||||
m_SampleCount = FindSetting((Settings x) => x.sampleCount); |
||||
m_Downsampling = FindSetting((Settings x) => x.downsampling); |
||||
m_ForceForwardCompatibility = FindSetting((Settings x) => x.forceForwardCompatibility); |
||||
m_AmbientOnly = FindSetting((Settings x) => x.ambientOnly); |
||||
m_HighPrecision = FindSetting((Settings x) => x.highPrecision); |
||||
} |
||||
|
||||
public override void OnInspectorGUI() |
||||
{ |
||||
EditorGUILayout.PropertyField(m_Intensity); |
||||
EditorGUILayout.PropertyField(m_Radius); |
||||
EditorGUILayout.PropertyField(m_SampleCount); |
||||
EditorGUILayout.PropertyField(m_Downsampling); |
||||
EditorGUILayout.PropertyField(m_ForceForwardCompatibility); |
||||
EditorGUILayout.PropertyField(m_HighPrecision, EditorGUIHelper.GetContent("High Precision (Forward)")); |
||||
|
||||
using (new EditorGUI.DisabledGroupScope(m_ForceForwardCompatibility.boolValue)) |
||||
EditorGUILayout.PropertyField(m_AmbientOnly, EditorGUIHelper.GetContent("Ambient Only (Deferred + HDR)")); |
||||
} |
||||
} |
||||
} |
||||
@ -1,12 +0,0 @@ |
||||
fileFormatVersion: 2 |
||||
guid: 9fcb710e23a5a0546a3b8b0ca28c1720 |
||||
timeCreated: 1467190133 |
||||
licenseType: Pro |
||||
MonoImporter: |
||||
serializedVersion: 2 |
||||
defaultReferences: [] |
||||
executionOrder: 0 |
||||
icon: {instanceID: 0} |
||||
userData: |
||||
assetBundleName: |
||||
assetBundleVariant: |
||||
@ -1,71 +0,0 @@ |
||||
using UnityEngine; |
||||
using UnityEngine.PostProcessing; |
||||
|
||||
namespace UnityEditor.PostProcessing |
||||
{ |
||||
using Method = AntialiasingModel.Method; |
||||
using Settings = AntialiasingModel.Settings; |
||||
|
||||
[PostProcessingModelEditor(typeof(AntialiasingModel))] |
||||
public class AntialiasingModelEditor : PostProcessingModelEditor |
||||
{ |
||||
SerializedProperty m_Method; |
||||
|
||||
SerializedProperty m_FxaaPreset; |
||||
|
||||
SerializedProperty m_TaaJitterSpread; |
||||
SerializedProperty m_TaaSharpen; |
||||
SerializedProperty m_TaaStationaryBlending; |
||||
SerializedProperty m_TaaMotionBlending; |
||||
|
||||
static string[] s_MethodNames = |
||||
{ |
||||
"Fast Approximate Anti-aliasing", |
||||
"Temporal Anti-aliasing" |
||||
}; |
||||
|
||||
public override void OnEnable() |
||||
{ |
||||
m_Method = FindSetting((Settings x) => x.method); |
||||
|
||||
m_FxaaPreset = FindSetting((Settings x) => x.fxaaSettings.preset); |
||||
|
||||
m_TaaJitterSpread = FindSetting((Settings x) => x.taaSettings.jitterSpread); |
||||
m_TaaSharpen = FindSetting((Settings x) => x.taaSettings.sharpen); |
||||
m_TaaStationaryBlending = FindSetting((Settings x) => x.taaSettings.stationaryBlending); |
||||
m_TaaMotionBlending = FindSetting((Settings x) => x.taaSettings.motionBlending); |
||||
} |
||||
|
||||
public override void OnInspectorGUI() |
||||
{ |
||||
m_Method.intValue = EditorGUILayout.Popup("Method", m_Method.intValue, s_MethodNames); |
||||
|
||||
if (m_Method.intValue == (int)Method.Fxaa) |
||||
{ |
||||
EditorGUILayout.PropertyField(m_FxaaPreset); |
||||
} |
||||
else if (m_Method.intValue == (int)Method.Taa) |
||||
{ |
||||
if (QualitySettings.antiAliasing > 1) |
||||
EditorGUILayout.HelpBox("Temporal Anti-Aliasing doesn't work correctly when MSAA is enabled.", MessageType.Warning); |
||||
|
||||
EditorGUILayout.LabelField("Jitter", EditorStyles.boldLabel); |
||||
EditorGUI.indentLevel++; |
||||
EditorGUILayout.PropertyField(m_TaaJitterSpread, EditorGUIHelper.GetContent("Spread")); |
||||
EditorGUI.indentLevel--; |
||||
|
||||
EditorGUILayout.Space(); |
||||
|
||||
EditorGUILayout.LabelField("Blending", EditorStyles.boldLabel); |
||||
EditorGUI.indentLevel++; |
||||
EditorGUILayout.PropertyField(m_TaaStationaryBlending, EditorGUIHelper.GetContent("Stationary")); |
||||
EditorGUILayout.PropertyField(m_TaaMotionBlending, EditorGUIHelper.GetContent("Motion")); |
||||
EditorGUI.indentLevel--; |
||||
|
||||
EditorGUILayout.Space(); |
||||
|
||||
EditorGUILayout.PropertyField(m_TaaSharpen); |
||||
} |
||||
} |
||||
} |
||||
} |
||||
@ -1,12 +0,0 @@ |
||||
fileFormatVersion: 2 |
||||
guid: 2451939fe695c1a408ba688219837667 |
||||
timeCreated: 1467190133 |
||||
licenseType: Pro |
||||
MonoImporter: |
||||
serializedVersion: 2 |
||||
defaultReferences: [] |
||||
executionOrder: 0 |
||||
icon: {instanceID: 0} |
||||
userData: |
||||
assetBundleName: |
||||
assetBundleVariant: |
||||
Some files were not shown because too many files have changed in this diff Show More
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Reference in new issue