mirror of
				https://github.com/KevinMidboe/linguist.git
				synced 2025-10-29 17:50:22 +00:00 
			
		
		
		
	* Add ShaderLab language * Update HLSL and ShaderLab grammars to latest version * Add .shader extension back to GLSL language * Add sample GLSL .shader files Note that these are copies of existing GLSL samples, renamed to have the .shader extension.
		
			
				
	
	
		
			337 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			337 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
// From https://github.com/Unity-Technologies/PostProcessing,
 | 
						|
// licensed under MIT licence.
 | 
						|
 | 
						|
Shader "Hidden/Post FX/Uber Shader"
 | 
						|
{
 | 
						|
    Properties
 | 
						|
    {
 | 
						|
        _MainTex ("Texture", 2D) = "white" {}
 | 
						|
        _AutoExposure ("", 2D) = "" {}
 | 
						|
        _BloomTex ("", 2D) = "" {}
 | 
						|
        _Bloom_DirtTex ("", 2D) = "" {}
 | 
						|
        _GrainTex ("", 2D) = "" {}
 | 
						|
        _LogLut ("", 2D) = "" {}
 | 
						|
        _UserLut ("", 2D) = "" {}
 | 
						|
        _Vignette_Mask ("", 2D) = "" {}
 | 
						|
        _ChromaticAberration_Spectrum ("", 2D) = "" {}
 | 
						|
        _DitheringTex ("", 2D) = "" {}
 | 
						|
    }
 | 
						|
 | 
						|
    CGINCLUDE
 | 
						|
 | 
						|
        #pragma target 3.0
 | 
						|
 | 
						|
        #pragma multi_compile __ UNITY_COLORSPACE_GAMMA
 | 
						|
        #pragma multi_compile __ EYE_ADAPTATION
 | 
						|
        #pragma multi_compile __ CHROMATIC_ABERRATION
 | 
						|
        #pragma multi_compile __ DEPTH_OF_FIELD DEPTH_OF_FIELD_COC_VIEW
 | 
						|
        #pragma multi_compile __ BLOOM
 | 
						|
        #pragma multi_compile __ BLOOM_LENS_DIRT
 | 
						|
        #pragma multi_compile __ COLOR_GRADING COLOR_GRADING_LOG_VIEW
 | 
						|
        #pragma multi_compile __ USER_LUT
 | 
						|
        #pragma multi_compile __ GRAIN
 | 
						|
        #pragma multi_compile __ VIGNETTE_CLASSIC VIGNETTE_ROUND VIGNETTE_MASKED
 | 
						|
        #pragma multi_compile __ DITHERING
 | 
						|
 | 
						|
        #include "UnityCG.cginc"
 | 
						|
        #include "Bloom.cginc"
 | 
						|
        #include "ColorGrading.cginc"
 | 
						|
        #include "UberSecondPass.cginc"
 | 
						|
 | 
						|
        // Auto exposure / eye adaptation
 | 
						|
        sampler2D _AutoExposure;
 | 
						|
 | 
						|
        // Chromatic aberration
 | 
						|
        half _ChromaticAberration_Amount;
 | 
						|
        sampler2D _ChromaticAberration_Spectrum;
 | 
						|
 | 
						|
        // Depth of field
 | 
						|
        sampler2D_float _CameraDepthTexture;
 | 
						|
        sampler2D _DepthOfFieldTex;
 | 
						|
        float4 _DepthOfFieldTex_TexelSize;
 | 
						|
        float2 _DepthOfFieldParams; // x: distance, y: f^2 / (N * (S1 - f) * film_width * 2)
 | 
						|
 | 
						|
        // Bloom
 | 
						|
        sampler2D _BloomTex;
 | 
						|
        float4 _BloomTex_TexelSize;
 | 
						|
        half2 _Bloom_Settings; // x: sampleScale, y: bloom.intensity
 | 
						|
 | 
						|
        sampler2D _Bloom_DirtTex;
 | 
						|
        half _Bloom_DirtIntensity;
 | 
						|
 | 
						|
        // Color grading & tonemapping
 | 
						|
        sampler2D _LogLut;
 | 
						|
        half3 _LogLut_Params; // x: 1 / lut_width, y: 1 / lut_height, z: lut_height - 1
 | 
						|
        half _ExposureEV; // EV (exp2)
 | 
						|
 | 
						|
        // User lut
 | 
						|
        sampler2D _UserLut;
 | 
						|
        half4 _UserLut_Params; // @see _LogLut_Params
 | 
						|
 | 
						|
        // Vignette
 | 
						|
        half3 _Vignette_Color;
 | 
						|
        half2 _Vignette_Center; // UV space
 | 
						|
        half3 _Vignette_Settings; // x: intensity, y: smoothness, z: roundness
 | 
						|
        sampler2D _Vignette_Mask;
 | 
						|
        half _Vignette_Opacity; // [0;1]
 | 
						|
 | 
						|
        struct VaryingsFlipped
 | 
						|
        {
 | 
						|
            float4 pos : SV_POSITION;
 | 
						|
            float2 uv : TEXCOORD0;
 | 
						|
            float2 uvSPR : TEXCOORD1; // Single Pass Stereo UVs
 | 
						|
            float2 uvFlipped : TEXCOORD2; // Flipped UVs (DX/MSAA/Forward)
 | 
						|
            float2 uvFlippedSPR : TEXCOORD3; // Single Pass Stereo flipped UVs
 | 
						|
        };
 | 
						|
 | 
						|
        VaryingsFlipped VertUber(AttributesDefault v)
 | 
						|
        {
 | 
						|
            VaryingsFlipped o;
 | 
						|
            o.pos = UnityObjectToClipPos(v.vertex);
 | 
						|
            o.uv = v.texcoord.xy;
 | 
						|
            o.uvSPR = UnityStereoScreenSpaceUVAdjust(v.texcoord.xy, _MainTex_ST);
 | 
						|
            o.uvFlipped = v.texcoord.xy;
 | 
						|
 | 
						|
        #if UNITY_UV_STARTS_AT_TOP
 | 
						|
            if (_MainTex_TexelSize.y < 0.0)
 | 
						|
                o.uvFlipped.y = 1.0 - o.uvFlipped.y;
 | 
						|
        #endif
 | 
						|
 | 
						|
            o.uvFlippedSPR = UnityStereoScreenSpaceUVAdjust(o.uvFlipped, _MainTex_ST);
 | 
						|
 | 
						|
            return o;
 | 
						|
        }
 | 
						|
 | 
						|
        half4 FragUber(VaryingsFlipped i) : SV_Target
 | 
						|
        {
 | 
						|
            float2 uv = i.uv;
 | 
						|
            half autoExposure = 1.0;
 | 
						|
 | 
						|
            // Store the auto exposure value for later
 | 
						|
            #if EYE_ADAPTATION
 | 
						|
            {
 | 
						|
                autoExposure = tex2D(_AutoExposure, uv).r;
 | 
						|
            }
 | 
						|
            #endif
 | 
						|
 | 
						|
            half3 color = (0.0).xxx;
 | 
						|
            #if DEPTH_OF_FIELD && CHROMATIC_ABERRATION
 | 
						|
            half4 dof = (0.0).xxxx;
 | 
						|
            #endif
 | 
						|
 | 
						|
            //
 | 
						|
            // HDR effects
 | 
						|
            // ---------------------------------------------------------
 | 
						|
 | 
						|
            // Chromatic Aberration
 | 
						|
            // Inspired by the method described in "Rendering Inside" [Playdead 2016]
 | 
						|
            // https://twitter.com/pixelmager/status/717019757766123520
 | 
						|
            #if CHROMATIC_ABERRATION
 | 
						|
            {
 | 
						|
                float2 coords = 2.0 * uv - 1.0;
 | 
						|
                float2 end = uv - coords * dot(coords, coords) * _ChromaticAberration_Amount;
 | 
						|
 | 
						|
                float2 diff = end - uv;
 | 
						|
                int samples = clamp(int(length(_MainTex_TexelSize.zw * diff / 2.0)), 3, 16);
 | 
						|
                float2 delta = diff / samples;
 | 
						|
                float2 pos = uv;
 | 
						|
                half3 sum = (0.0).xxx, filterSum = (0.0).xxx;
 | 
						|
 | 
						|
                #if DEPTH_OF_FIELD
 | 
						|
                float2 dofDelta = delta;
 | 
						|
                float2 dofPos = pos;
 | 
						|
                if (_MainTex_TexelSize.y < 0.0)
 | 
						|
                {
 | 
						|
                    dofDelta.y = -dofDelta.y;
 | 
						|
                    dofPos.y = 1.0 - dofPos.y;
 | 
						|
                }
 | 
						|
                half4 dofSum = (0.0).xxxx;
 | 
						|
                #endif
 | 
						|
 | 
						|
                for (int i = 0; i < samples; i++)
 | 
						|
                {
 | 
						|
                    half t = (i + 0.5) / samples;
 | 
						|
                    half3 s = tex2Dlod(_MainTex, float4(UnityStereoScreenSpaceUVAdjust(pos, _MainTex_ST), 0, 0)).rgb;
 | 
						|
                    half3 filter = tex2Dlod(_ChromaticAberration_Spectrum, float4(t, 0, 0, 0)).rgb;
 | 
						|
 | 
						|
                    sum += s * filter;
 | 
						|
                    filterSum += filter;
 | 
						|
                    pos += delta;
 | 
						|
 | 
						|
                    #if DEPTH_OF_FIELD
 | 
						|
                    half4 sdof = tex2Dlod(_DepthOfFieldTex, float4(UnityStereoScreenSpaceUVAdjust(dofPos, _MainTex_ST), 0, 0)).rgba;
 | 
						|
                    dofSum += sdof * half4(filter, 1);
 | 
						|
                    dofPos += dofDelta;
 | 
						|
                    #endif
 | 
						|
                }
 | 
						|
 | 
						|
                color = sum / filterSum;
 | 
						|
                #if DEPTH_OF_FIELD
 | 
						|
                dof = dofSum / half4(filterSum, samples);
 | 
						|
                #endif
 | 
						|
            }
 | 
						|
            #else
 | 
						|
            {
 | 
						|
                color = tex2D(_MainTex, i.uvSPR).rgb;
 | 
						|
            }
 | 
						|
            #endif
 | 
						|
 | 
						|
            // Apply auto exposure if any
 | 
						|
            color *= autoExposure;
 | 
						|
 | 
						|
            // Gamma space... Gah.
 | 
						|
            #if UNITY_COLORSPACE_GAMMA
 | 
						|
            {
 | 
						|
                color = GammaToLinearSpace(color);
 | 
						|
            }
 | 
						|
            #endif
 | 
						|
 | 
						|
            // Depth of field
 | 
						|
            #if DEPTH_OF_FIELD
 | 
						|
            {
 | 
						|
                #if !CHROMATIC_ABERRATION
 | 
						|
                half4 dof = tex2D(_DepthOfFieldTex, i.uvFlippedSPR);
 | 
						|
                #endif
 | 
						|
                color = color * dof.a + dof.rgb * autoExposure;
 | 
						|
            }
 | 
						|
            #elif DEPTH_OF_FIELD_COC_VIEW
 | 
						|
            {
 | 
						|
                // Calculate the radiuses of CoC.
 | 
						|
                half4 src = tex2D(_DepthOfFieldTex, uv);
 | 
						|
                float depth = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uvFlippedSPR));
 | 
						|
                float coc = (depth - _DepthOfFieldParams.x) * _DepthOfFieldParams.y / depth;
 | 
						|
                coc *= 80;
 | 
						|
 | 
						|
                // Visualize CoC (white -> red -> gray)
 | 
						|
                half3 rgb = lerp(half3(1, 0, 0), half3(1.0, 1.0, 1.0), saturate(-coc));
 | 
						|
                rgb = lerp(rgb, half3(0.4, 0.4, 0.4), saturate(coc));
 | 
						|
 | 
						|
                // Black and white image overlay
 | 
						|
                rgb *= AcesLuminance(color) + 0.5;
 | 
						|
 | 
						|
                // Gamma correction
 | 
						|
                #if !UNITY_COLORSPACE_GAMMA
 | 
						|
                {
 | 
						|
                    rgb = GammaToLinearSpace(rgb);
 | 
						|
                }
 | 
						|
                #endif
 | 
						|
 | 
						|
                color = rgb;
 | 
						|
            }
 | 
						|
            #endif
 | 
						|
 | 
						|
            // HDR Bloom
 | 
						|
            #if BLOOM
 | 
						|
            {
 | 
						|
                half3 bloom = UpsampleFilter(_BloomTex, i.uvFlippedSPR, _BloomTex_TexelSize.xy, _Bloom_Settings.x) * _Bloom_Settings.y;
 | 
						|
                color += bloom;
 | 
						|
 | 
						|
                #if BLOOM_LENS_DIRT
 | 
						|
                {
 | 
						|
                    half3 dirt = tex2D(_Bloom_DirtTex, i.uvFlipped).rgb * _Bloom_DirtIntensity;
 | 
						|
                    color += bloom * dirt;
 | 
						|
                }
 | 
						|
                #endif
 | 
						|
            }
 | 
						|
            #endif
 | 
						|
 | 
						|
            // Procedural vignette
 | 
						|
            #if VIGNETTE_CLASSIC
 | 
						|
            {
 | 
						|
                half2 d = abs(uv - _Vignette_Center) * _Vignette_Settings.x;
 | 
						|
                d = pow(d, _Vignette_Settings.z); // Roundness
 | 
						|
                half vfactor = pow(saturate(1.0 - dot(d, d)), _Vignette_Settings.y);
 | 
						|
                color *= lerp(_Vignette_Color, (1.0).xxx, vfactor);
 | 
						|
            }
 | 
						|
 | 
						|
            // Perfectly round vignette
 | 
						|
            #elif VIGNETTE_ROUND
 | 
						|
            {
 | 
						|
                half2 d = abs(uv - _Vignette_Center) * _Vignette_Settings.x;
 | 
						|
                d.x *= _ScreenParams.x / _ScreenParams.y;
 | 
						|
                half vfactor = pow(saturate(1.0 - dot(d, d)), _Vignette_Settings.y);
 | 
						|
                color *= lerp(_Vignette_Color, (1.0).xxx, vfactor);
 | 
						|
            }
 | 
						|
 | 
						|
            // Masked vignette
 | 
						|
            #elif VIGNETTE_MASKED
 | 
						|
            {
 | 
						|
                half vfactor = tex2D(_Vignette_Mask, uv).a;
 | 
						|
                half3 new_color = color * lerp(_Vignette_Color, (1.0).xxx, vfactor);
 | 
						|
                color = lerp(color, new_color, _Vignette_Opacity);
 | 
						|
            }
 | 
						|
            #endif
 | 
						|
 | 
						|
            // HDR color grading & tonemapping
 | 
						|
            #if COLOR_GRADING
 | 
						|
            {
 | 
						|
                color *= _ExposureEV; // Exposure is in ev units (or 'stops')
 | 
						|
 | 
						|
                half3 colorLogC = saturate(LinearToLogC(color));
 | 
						|
                color = ApplyLut2d(_LogLut, colorLogC, _LogLut_Params);
 | 
						|
            }
 | 
						|
            #elif COLOR_GRADING_LOG_VIEW
 | 
						|
            {
 | 
						|
                color *= _ExposureEV;
 | 
						|
                color = saturate(LinearToLogC(color));
 | 
						|
            }
 | 
						|
            #endif
 | 
						|
 | 
						|
            //
 | 
						|
            // All the following effects happen in LDR
 | 
						|
            // ---------------------------------------------------------
 | 
						|
 | 
						|
            color = saturate(color);
 | 
						|
 | 
						|
            // Back to gamma space if needed
 | 
						|
            #if UNITY_COLORSPACE_GAMMA
 | 
						|
            {
 | 
						|
                color = LinearToGammaSpace(color);
 | 
						|
            }
 | 
						|
            #endif
 | 
						|
 | 
						|
            // LDR user lut
 | 
						|
            #if USER_LUT
 | 
						|
            {
 | 
						|
                color = saturate(color);
 | 
						|
                half3 colorGraded;
 | 
						|
 | 
						|
                #if !UNITY_COLORSPACE_GAMMA
 | 
						|
                {
 | 
						|
                    colorGraded = ApplyLut2d(_UserLut, LinearToGammaSpace(color), _UserLut_Params.xyz);
 | 
						|
                    colorGraded = GammaToLinearSpace(colorGraded);
 | 
						|
                }
 | 
						|
                #else
 | 
						|
                {
 | 
						|
                    colorGraded = ApplyLut2d(_UserLut, color, _UserLut_Params.xyz);
 | 
						|
                }
 | 
						|
                #endif
 | 
						|
 | 
						|
                color = lerp(color, colorGraded, _UserLut_Params.w);
 | 
						|
            }
 | 
						|
            #endif
 | 
						|
 | 
						|
            color = UberSecondPass(color, uv);
 | 
						|
 | 
						|
            // Done !
 | 
						|
            return half4(color, 1.0);
 | 
						|
        }
 | 
						|
 | 
						|
    ENDCG
 | 
						|
 | 
						|
    SubShader
 | 
						|
    {
 | 
						|
        Cull Off ZWrite Off ZTest Always
 | 
						|
 | 
						|
        // (0)
 | 
						|
        Pass
 | 
						|
        {
 | 
						|
            CGPROGRAM
 | 
						|
 | 
						|
                #pragma vertex VertUber
 | 
						|
                #pragma fragment FragUber
 | 
						|
 | 
						|
            ENDCG
 | 
						|
        }
 | 
						|
    }
 | 
						|
} |