97 lines
3.5 KiB
HLSL
97 lines
3.5 KiB
HLSL
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/HDROutput.hlsl"
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#if SRC_TEXTURE2D_X_ARRAY
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TEXTURE2D_ARRAY(_SourceTex);
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#else
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TEXTURE2D(_SourceTex);
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#endif
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uniform uint _SourceTexArraySlice;
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uniform uint _SRGBRead;
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uniform uint _SRGBWrite;
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uniform float _MaxNits;
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uniform float _SourceMaxNits;
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uniform int _SourceHDREncoding;
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uniform float4x4 _ColorTransform;
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struct Attributes
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{
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uint vertexID : SV_VertexID;
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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};
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Varyings VertQuad(Attributes input)
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{
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Varyings output;
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output.positionCS = GetQuadVertexPosition(input.vertexID) * float4(_ScaleBiasRt.x, _ScaleBiasRt.y, 1, 1) + float4(_ScaleBiasRt.z, _ScaleBiasRt.w, 0, 0);
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output.positionCS.xy = output.positionCS.xy * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f); //convert to -1..1
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//Using temporary as writing to global _ScaleBias.w is prohibited when compiling with DXC
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float scaleBiasW = _ScaleBias.w;
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#if UNITY_UV_STARTS_AT_TOP
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// Unity viewport convention is bottom left as origin. Adjust Scalebias to read the correct region.
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scaleBiasW = 1 - _ScaleBias.w - _ScaleBias.y;
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#endif
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output.texcoord = GetQuadTexCoord(input.vertexID) * _ScaleBias.xy + float2(_ScaleBias.z, scaleBiasW);
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return output;
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}
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float4 FragBilinear(Varyings input) : SV_Target
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{
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float4 outColor;
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float2 uv = input.texcoord.xy;
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#if defined(SUPPORTS_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
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UNITY_BRANCH if (_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
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{
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// We use stereo eye index to sample the correct slice when resolving foveated targets.
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// Since MirrorView is not a stereo shader we have to populate unity_StereoEyeIndex ourselves.
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unity_StereoEyeIndex = _SourceTexArraySlice;
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uv = RemapFoveatedRenderingLinearToNonUniform(input.texcoord.xy);
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}
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#endif // SUPPORTS_FOVEATED_RENDERING_NON_UNIFORM_RASTER
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#if SRC_TEXTURE2D_X_ARRAY
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outColor = SAMPLE_TEXTURE2D_ARRAY(_SourceTex, sampler_LinearClamp, uv, _SourceTexArraySlice);
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#else
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outColor = SAMPLE_TEXTURE2D(_SourceTex, sampler_LinearClamp, uv);
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#endif
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#if HDR_COLORSPACE_CONVERSION_AND_ENCODING
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// Currently this will case any values in the source color space that go outside of the destination to most likley get clamped
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// the same will be true for any luminance values in the source range outside the destination range. This will lead to hue shifts
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// and over saturated display, e.g. a red value of (1000, 100, 100) if converted to SDR would get clamped at (80,80,80) generating white.
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// TODO: The solution here is to add a hue preserving tonemap operator in as part of the conversion process but this will add quite a bit of extra expense.
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// Convert the encoded output image into linear
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outColor.rgb = InverseOETF(outColor.rgb, _SourceMaxNits, _SourceHDREncoding);
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// Now we need to convert the color space from source to destination;
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outColor.rgb = mul((float3x3)_ColorTransform, outColor.rgb);
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// Convert the linear image into the correct encoded output for the display
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outColor.rgb = OETF(outColor.rgb, _MaxNits);
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#else
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if (_SRGBRead && _SRGBWrite)
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return outColor;
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if (_SRGBRead)
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outColor = SRGBToLinear(outColor);
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if (_SRGBWrite)
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outColor = LinearToSRGB(outColor);
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#endif
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return outColor;
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}
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