Shader "Hidden/HD PostProcessing/Editor/Shadows Midtones Highlights Curve" { CGINCLUDE #include "UnityCG.cginc" #pragma editor_sync_compilation #pragma target 3.5 float4 _ShaHiLimits; // xy: shadows min/max, zw: highlight min/max float4 _Variants; // x: disabled state, y: x-scale, wz: unused float3 BlendScreen(float3 base, float3 blend) { return 1.0 - (1.0 - blend) * (1.0 - base); } float4 DrawCurve(v2f_img i, float3 background, float3 shadowsCurveColor, float3 midtonesCurveColor, float3 highlightsCurveColor) { float x = i.uv.x * _Variants.y; float y = i.uv.y; float aa = fwidth(i.uv.y) * 2.0; float shadowsY = 1.0 - smoothstep(_ShaHiLimits.x, _ShaHiLimits.y, x); float shadowsCurve = smoothstep(shadowsY + aa, shadowsY, y); float shadowsLine = smoothstep(shadowsY - aa, shadowsY, y) - smoothstep(shadowsY, shadowsY + aa, y); float highlightsY = smoothstep(_ShaHiLimits.z, _ShaHiLimits.w, x); float highlightsCurve = smoothstep(highlightsY + aa, highlightsY, y); float highlightsLine = smoothstep(highlightsY - aa, highlightsY, y) - smoothstep(highlightsY, highlightsY + aa, y); float midtonesY = 1.0 - shadowsY - highlightsY; float midtonesCurve = smoothstep(midtonesY + aa, midtonesY, y); float midtonesLine = smoothstep(midtonesY - aa, midtonesY, y) - smoothstep(midtonesY, midtonesY + aa, y); float grad = lerp(0.7, 1.0, y); float3 shadowsColor = shadowsCurveColor * shadowsCurve * grad; float3 midtonesColor = midtonesCurveColor * midtonesCurve * grad; float3 highlightsColor = highlightsCurveColor * highlightsCurve * grad; float3 color = BlendScreen(shadowsColor, midtonesColor); color = BlendScreen(color, highlightsColor); color = BlendScreen(background, color * _Variants.xxx); const float kAlpha = 0.3 * _Variants.xxx; color += shadowsLine * shadowsColor * kAlpha; color += midtonesLine * midtonesColor * kAlpha; color += highlightsLine * highlightsColor * kAlpha; return float4(color, 1.0); } float4 FragCurveDark(v2f_img i) : SV_Target { return DrawCurve(i, (pow(0.196, 2.2)).xxx, pow(float3(0.161, 0.851, 0.761), 2.2), pow(float3(0.741, 0.949, 0.443), 2.2), pow(float3(0.9, 0.9, 0.651), 2.2)); } float4 FragCurveLight(v2f_img i) : SV_Target { return DrawCurve(i, (pow(0.635, 2.2)).xxx, pow(float3(0.161, 0.851, 0.761), 2.2), pow(float3(0.741, 0.949, 0.443), 2.2), pow(float3(1.0, 1.0, 0.651), 2.2)); } ENDCG SubShader { Tags{ "RenderPipeline" = "HDRenderPipeline" } Cull Off ZWrite Off ZTest Always // (0) Dark skin Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment FragCurveDark ENDCG } // (1) Light skin Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment FragCurveLight ENDCG } } }