forked from BilalY/Rasagar
66 lines
1.7 KiB
Plaintext
66 lines
1.7 KiB
Plaintext
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Shader "Hidden/HD PostProcessing/Editor/CurveBackground"
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{
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CGINCLUDE
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#pragma target 3.0
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#include "UnityCG.cginc"
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float _DisabledState;
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float3 HsvToRgb(float3 c)
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{
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float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
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return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y);
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}
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float4 FragHue(v2f_img i) : SV_Target
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{
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float3 hsv = HsvToRgb(float3(i.uv.x, 1.0, 0.2));
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float4 color = float4((0.0).xxx, 1.0);
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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));
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color.rgb += GammaToLinearSpace(0.15).xxx;
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return float4(color.rgb, color.a * _DisabledState);
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}
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float4 FragSat(v2f_img i) : SV_Target
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{
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float4 color = float4((0.0).xxx, 1.0);
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float sat = i.uv.x / 2;
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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));
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color.rgb += GammaToLinearSpace(0.15).xxx;
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return float4(color.rgb, color.a * _DisabledState);
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}
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ENDCG
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SubShader
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{
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Tags{ "RenderPipeline" = "HDRenderPipeline" }
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Cull Off ZWrite Off ZTest Always
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// (0) Hue
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Pass
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{
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment FragHue
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ENDCG
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}
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// (1) Sat/lum
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Pass
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{
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment FragSat
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ENDCG
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}
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}
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}
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