Hässliche reuden ranz Map-Begrenzung
This commit is contained in:
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fileFormatVersion: 2
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guid: a40c1b84cf7fe418bae97a29041b85a4
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// Calculates adaptation to minimum/maximum luminance values,
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// based on "currently adapted" and "new values to adapt to"
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// textures (both 1x1).
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Shader "Hidden/Contrast Stretch Adaptation" {
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Properties {
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_MainTex ("Base (RGB)", 2D) = "white" {}
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_CurTex ("Base (RGB)", 2D) = "white" {}
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}
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Category {
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SubShader {
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Pass {
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ZTest Always Cull Off ZWrite Off
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag
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#include "UnityCG.cginc"
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uniform sampler2D _MainTex; // currently adapted to
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uniform sampler2D _CurTex; // new value to adapt to
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uniform float4 _AdaptParams; // x=adaptLerp, y=limitMinimum, z=limitMaximum
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float4 frag (v2f_img i) : SV_Target {
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// value is: max, min
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float2 valAdapted = tex2D(_MainTex, i.uv).xy;
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float2 valCur = tex2D(_CurTex, i.uv).xy;
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// Calculate new adapted values: interpolate
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// from valAdapted to valCur by script-supplied amount.
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//
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// Because we store adaptation levels in a simple 8 bit/channel
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// texture, we might not have enough precision - the interpolation
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// amount might be too small to change anything, and we'll never
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// arrive at the needed values.
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//
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// So we make sure the change we do is at least 1/255th of the
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// color range - this way we'll always change the value.
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const float kMinChange = 1.0/255.0;
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float2 delta = (valCur-valAdapted) * _AdaptParams.x;
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delta.x = sign(delta.x) * max( kMinChange, abs(delta.x) );
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delta.y = sign(delta.y) * max( kMinChange, abs(delta.y) );
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float4 valNew;
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valNew.xy = valAdapted + delta;
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// Impose user limits on maximum/minimum values
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valNew.x = max( valNew.x, _AdaptParams.z );
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valNew.y = min( valNew.y, _AdaptParams.y );
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// Optimization so that our final apply pass is faster:
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// z = max-min (plus a small amount to prevent division by zero)
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valNew.z = valNew.x - valNew.y + 0.01;
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// w = min/(max-min)
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valNew.w = valNew.y / valNew.z;
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return valNew;
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}
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ENDCG
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}
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}
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}
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Fallback off
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}
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fileFormatVersion: 2
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guid: 257bc83cbeb544540bd0e558aa9b1383
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ShaderImporter:
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userData:
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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// Final pass in the contrast stretch effect: apply
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// color stretch to the original image, based on currently
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// adapted to minimum/maximum luminances.
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Shader "Hidden/Contrast Stretch Apply" {
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Properties {
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_MainTex ("Base (RGB)", 2D) = "white" {}
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_AdaptTex ("Base (RGB)", 2D) = "white" {}
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}
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Category {
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SubShader {
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Pass {
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ZTest Always Cull Off ZWrite Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct v2f {
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float4 pos : SV_POSITION;
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float2 uv[2] : TEXCOORD0;
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};
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uniform sampler2D _MainTex;
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uniform sampler2D _AdaptTex;
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v2f vert (appdata_img v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos (v.vertex);
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o.uv[0] = MultiplyUV (UNITY_MATRIX_TEXTURE0, v.texcoord);
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o.uv[1] = float2(0.5,0.5);
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return o;
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}
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float4 frag (v2f i) : SV_Target
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{
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float4 col = tex2D(_MainTex, i.uv[0]);
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float4 adapted = tex2D(_AdaptTex, i.uv[1]);
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float vmul = 1.0 / adapted.z;
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float vadd = -adapted.w;
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col.rgb = col.rgb * vmul + vadd;
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return col;
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}
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ENDCG
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}
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}
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}
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Fallback off
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}
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fileFormatVersion: 2
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guid: f4901f25d4e1542589348bbb89563d8e
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ShaderImporter:
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userData:
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// Outputs luminance (grayscale) of the input image _MainTex
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Shader "Hidden/Contrast Stretch Luminance" {
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Properties {
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_MainTex ("Base (RGB)", 2D) = "white" {}
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}
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Category {
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SubShader {
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Pass {
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ZTest Always Cull Off ZWrite Off
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag
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#include "UnityCG.cginc"
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uniform sampler2D _MainTex;
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float4 frag (v2f_img i) : SV_Target
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{
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float4 col = tex2D(_MainTex, i.uv);
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col.rgb = Luminance(col.rgb) * (1+col.a*2);
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return col;
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}
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ENDCG
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}
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}
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}
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Fallback off
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}
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fileFormatVersion: 2
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guid: befbb4b9c320b4b18a08ef7afb93b6c9
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ShaderImporter:
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userData:
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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// Reduces input image (_MainTex) by 2x2.
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// Outputs maximum value in R, minimum in G.
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Shader "Hidden/Contrast Stretch Reduction" {
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Properties {
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_MainTex ("Base (RGB)", 2D) = "white" {}
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}
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Category {
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SubShader {
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Pass {
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ZTest Always Cull Off ZWrite Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct v2f {
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float4 position : SV_POSITION;
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float2 uv[4] : TEXCOORD0;
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};
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uniform sampler2D _MainTex;
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v2f vert (appdata_img v) {
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v2f o;
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o.position = UnityObjectToClipPos (v.vertex);
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float2 uv = MultiplyUV (UNITY_MATRIX_TEXTURE0, v.texcoord);
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// Compute UVs to sample 2x2 pixel block.
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o.uv[0] = uv + float2(0,0);
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o.uv[1] = uv + float2(0,1);
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o.uv[2] = uv + float2(1,0);
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o.uv[3] = uv + float2(1,1);
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return o;
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}
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float4 frag (v2f i) : SV_Target
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{
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// Sample pixel block
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float4 v00 = tex2D(_MainTex, i.uv[0]);
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float2 v01 = tex2D(_MainTex, i.uv[1]).xy;
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float2 v10 = tex2D(_MainTex, i.uv[2]).xy;
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float2 v11 = tex2D(_MainTex, i.uv[3]).xy;
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float4 res;
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// output x: maximum of the four values
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res.x = max( max(v00.x,v01.x), max(v10.x,v11.x) );
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// output y: minimum of the four values
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res.y = min( min(v00.y,v01.y), min(v10.y,v11.y) );
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// output zw unchanged from the first pixel
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res.zw = v00.zw;
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return res;
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}
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ENDCG
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}
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}
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}
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Fallback off
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}
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@ -0,0 +1,4 @@
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fileFormatVersion: 2
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guid: 57b33a14b6d5347c5a85c36f6cb3b280
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ShaderImporter:
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userData:
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@ -0,0 +1,188 @@
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Hidden/GlobalFog" {
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Properties {
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_MainTex ("Base (RGB)", 2D) = "black" {}
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}
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CGINCLUDE
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#include "UnityCG.cginc"
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uniform sampler2D _MainTex;
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uniform sampler2D_float _CameraDepthTexture;
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// x = fog height
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// y = FdotC (CameraY-FogHeight)
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// z = k (FdotC > 0.0)
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// w = a/2
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uniform float4 _HeightParams;
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// x = start distance
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uniform float4 _DistanceParams;
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int4 _SceneFogMode; // x = fog mode, y = use radial flag
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float4 _SceneFogParams;
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#ifndef UNITY_APPLY_FOG
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half4 unity_FogColor;
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half4 unity_FogDensity;
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#endif
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uniform float4 _MainTex_TexelSize;
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// for fast world space reconstruction
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uniform float4x4 _FrustumCornersWS;
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uniform float4 _CameraWS;
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struct v2f {
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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float2 uv_depth : TEXCOORD1;
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float4 interpolatedRay : TEXCOORD2;
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};
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v2f vert (appdata_img v)
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{
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v2f o;
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half index = v.vertex.z;
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v.vertex.z = 0.1;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv = v.texcoord.xy;
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o.uv_depth = v.texcoord.xy;
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#if UNITY_UV_STARTS_AT_TOP
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if (_MainTex_TexelSize.y < 0)
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o.uv.y = 1-o.uv.y;
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#endif
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o.interpolatedRay = _FrustumCornersWS[(int)index];
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o.interpolatedRay.w = index;
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return o;
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}
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// Applies one of standard fog formulas, given fog coordinate (i.e. distance)
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half ComputeFogFactor (float coord)
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{
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float fogFac = 0.0;
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if (_SceneFogMode.x == 1) // linear
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{
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// factor = (end-z)/(end-start) = z * (-1/(end-start)) + (end/(end-start))
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fogFac = coord * _SceneFogParams.z + _SceneFogParams.w;
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}
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if (_SceneFogMode.x == 2) // exp
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{
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// factor = exp(-density*z)
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fogFac = _SceneFogParams.y * coord; fogFac = exp2(-fogFac);
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}
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if (_SceneFogMode.x == 3) // exp2
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{
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// factor = exp(-(density*z)^2)
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fogFac = _SceneFogParams.x * coord; fogFac = exp2(-fogFac*fogFac);
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}
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return saturate(fogFac);
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}
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// Distance-based fog
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float ComputeDistance (float3 camDir, float zdepth)
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{
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float dist;
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if (_SceneFogMode.y == 1)
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dist = length(camDir);
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else
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dist = zdepth * _ProjectionParams.z;
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// Built-in fog starts at near plane, so match that by
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// subtracting the near value. Not a perfect approximation
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// if near plane is very large, but good enough.
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dist -= _ProjectionParams.y;
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return dist;
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}
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// Linear half-space fog, from https://www.terathon.com/lengyel/Lengyel-UnifiedFog.pdf
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float ComputeHalfSpace (float3 wsDir)
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{
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float3 wpos = _CameraWS + wsDir;
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float FH = _HeightParams.x;
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float3 C = _CameraWS;
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float3 V = wsDir;
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float3 P = wpos;
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float3 aV = _HeightParams.w * V;
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float FdotC = _HeightParams.y;
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float k = _HeightParams.z;
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float FdotP = P.y-FH;
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float FdotV = wsDir.y;
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float c1 = k * (FdotP + FdotC);
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float c2 = (1-2*k) * FdotP;
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float g = min(c2, 0.0);
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g = -length(aV) * (c1 - g * g / abs(FdotV+1.0e-5f));
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return g;
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}
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half4 ComputeFog (v2f i, bool distance, bool height) : SV_Target
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{
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half4 sceneColor = tex2D(_MainTex, i.uv);
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// Reconstruct world space position & direction
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// towards this screen pixel.
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float rawDepth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv_depth);
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float dpth = Linear01Depth(rawDepth);
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float4 wsDir = dpth * i.interpolatedRay;
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float4 wsPos = _CameraWS + wsDir;
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// Compute fog distance
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float g = _DistanceParams.x;
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if (distance)
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g += ComputeDistance (wsDir, dpth);
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if (height)
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g += ComputeHalfSpace (wsDir);
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// Compute fog amount
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half fogFac = ComputeFogFactor (max(0.0,g));
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// Do not fog skybox
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if (rawDepth >= 0.999999)
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fogFac = 1.0;
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//return fogFac; // for debugging
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// Lerp between fog color & original scene color
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// by fog amount
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return lerp (unity_FogColor, sceneColor, fogFac);
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}
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ENDCG
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SubShader
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{
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ZTest Always Cull Off ZWrite Off Fog { Mode Off }
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// 0: distance + height
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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half4 frag (v2f i) : SV_Target { return ComputeFog (i, true, true); }
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ENDCG
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}
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// 1: distance
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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half4 frag (v2f i) : SV_Target { return ComputeFog (i, true, false); }
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ENDCG
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}
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// 2: height
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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half4 frag (v2f i) : SV_Target { return ComputeFog (i, false, true); }
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ENDCG
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}
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}
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Fallback off
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||||
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||||
}
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||||
@ -0,0 +1,9 @@
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fileFormatVersion: 2
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||||
guid: 70d8568987ac0499f952b54c7c13e265
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||||
timeCreated: 1488827370
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||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
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||||
userData:
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||||
assetBundleName:
|
||||
assetBundleVariant:
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Reference in New Issue
Block a user