forked from BilalY/Rasagar
92 lines
3.2 KiB
Plaintext
92 lines
3.2 KiB
Plaintext
Shader "Hidden/HD PostProcessing/Editor/Shadows Midtones Highlights Curve"
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{
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CGINCLUDE
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#include "UnityCG.cginc"
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#pragma editor_sync_compilation
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#pragma target 3.5
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float4 _ShaHiLimits; // xy: shadows min/max, zw: highlight min/max
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float4 _Variants; // x: disabled state, y: x-scale, wz: unused
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float3 BlendScreen(float3 base, float3 blend)
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{
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return 1.0 - (1.0 - blend) * (1.0 - base);
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}
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float4 DrawCurve(v2f_img i, float3 background, float3 shadowsCurveColor, float3 midtonesCurveColor, float3 highlightsCurveColor)
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{
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float x = i.uv.x * _Variants.y;
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float y = i.uv.y;
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float aa = fwidth(i.uv.y) * 2.0;
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float shadowsY = 1.0 - smoothstep(_ShaHiLimits.x, _ShaHiLimits.y, x);
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float shadowsCurve = smoothstep(shadowsY + aa, shadowsY, y);
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float shadowsLine = smoothstep(shadowsY - aa, shadowsY, y) - smoothstep(shadowsY, shadowsY + aa, y);
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float highlightsY = smoothstep(_ShaHiLimits.z, _ShaHiLimits.w, x);
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float highlightsCurve = smoothstep(highlightsY + aa, highlightsY, y);
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float highlightsLine = smoothstep(highlightsY - aa, highlightsY, y) - smoothstep(highlightsY, highlightsY + aa, y);
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float midtonesY = 1.0 - shadowsY - highlightsY;
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float midtonesCurve = smoothstep(midtonesY + aa, midtonesY, y);
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float midtonesLine = smoothstep(midtonesY - aa, midtonesY, y) - smoothstep(midtonesY, midtonesY + aa, y);
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float grad = lerp(0.7, 1.0, y);
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float3 shadowsColor = shadowsCurveColor * shadowsCurve * grad;
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float3 midtonesColor = midtonesCurveColor * midtonesCurve * grad;
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float3 highlightsColor = highlightsCurveColor * highlightsCurve * grad;
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float3 color = BlendScreen(shadowsColor, midtonesColor);
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color = BlendScreen(color, highlightsColor);
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color = BlendScreen(background, color * _Variants.xxx);
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const float kAlpha = 0.3 * _Variants.xxx;
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color += shadowsLine * shadowsColor * kAlpha;
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color += midtonesLine * midtonesColor * kAlpha;
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color += highlightsLine * highlightsColor * kAlpha;
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return float4(color, 1.0);
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}
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float4 FragCurveDark(v2f_img i) : SV_Target
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{
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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));
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}
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float4 FragCurveLight(v2f_img i) : SV_Target
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{
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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));
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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) Dark skin
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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 FragCurveDark
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ENDCG
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}
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// (1) Light skin
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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 FragCurveLight
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ENDCG
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}
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}
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}
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