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- Shader "Hidden/Universal Render Pipeline/LutBuilderHdr"
- {
- HLSLINCLUDE
- #pragma multi_compile_local _ _TONEMAP_ACES _TONEMAP_NEUTRAL
-
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/Common.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/ACES.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
- float4 _Lut_Params;
- float4 _ColorBalance;
- float4 _ColorFilter;
- float4 _ChannelMixerRed;
- float4 _ChannelMixerGreen;
- float4 _ChannelMixerBlue;
- float4 _HueSatCon;
- float4 _Lift;
- float4 _Gamma;
- float4 _Gain;
- float4 _Shadows;
- float4 _Midtones;
- float4 _Highlights;
- float4 _ShaHiLimits;
- float4 _SplitShadows;
- float4 _SplitHighlights;
- TEXTURE2D(_CurveMaster);
- TEXTURE2D(_CurveRed);
- TEXTURE2D(_CurveGreen);
- TEXTURE2D(_CurveBlue);
- TEXTURE2D(_CurveHueVsHue);
- TEXTURE2D(_CurveHueVsSat);
- TEXTURE2D(_CurveSatVsSat);
- TEXTURE2D(_CurveLumVsSat);
- float EvaluateCurve(TEXTURE2D(curve), float t)
- {
- float x = SAMPLE_TEXTURE2D(curve, sampler_LinearClamp, float2(t, 0.0)).x;
- return saturate(x);
- }
-
- float3 ColorGrade(float3 colorLutSpace)
- {
-
- float3 colorLinear = LogCToLinear(colorLutSpace);
-
- float3 colorLMS = LinearToLMS(colorLinear);
- colorLMS *= _ColorBalance.xyz;
- colorLinear = LMSToLinear(colorLMS);
-
- #if _TONEMAP_ACES
- float3 colorLog = ACES_to_ACEScc(unity_to_ACES(colorLinear));
- #else
- float3 colorLog = LinearToLogC(colorLinear);
- #endif
- colorLog = (colorLog - ACEScc_MIDGRAY) * _HueSatCon.z + ACEScc_MIDGRAY;
-
- #if _TONEMAP_ACES
- colorLinear = ACES_to_ACEScg(ACEScc_to_ACES(colorLog));
- #else
- colorLinear = LogCToLinear(colorLog);
- #endif
-
- colorLinear *= _ColorFilter.xyz;
-
- colorLinear = max(0.0, colorLinear);
-
-
-
- float balance = _SplitShadows.w;
- float3 colorGamma = PositivePow(colorLinear, 1.0 / 2.2);
- float luma = saturate(GetLuminance(saturate(colorGamma)) + balance);
- float3 splitShadows = lerp((0.5).xxx, _SplitShadows.xyz, 1.0 - luma);
- float3 splitHighlights = lerp((0.5).xxx, _SplitHighlights.xyz, luma);
- colorGamma = SoftLight(colorGamma, splitShadows);
- colorGamma = SoftLight(colorGamma, splitHighlights);
- colorLinear = PositivePow(colorGamma, 2.2);
-
- colorLinear = float3(
- dot(colorLinear, _ChannelMixerRed.xyz),
- dot(colorLinear, _ChannelMixerGreen.xyz),
- dot(colorLinear, _ChannelMixerBlue.xyz)
- );
-
- luma = GetLuminance(colorLinear);
- float shadowsFactor = 1.0 - smoothstep(_ShaHiLimits.x, _ShaHiLimits.y, luma);
- float highlightsFactor = smoothstep(_ShaHiLimits.z, _ShaHiLimits.w, luma);
- float midtonesFactor = 1.0 - shadowsFactor - highlightsFactor;
- colorLinear = colorLinear * _Shadows.xyz * shadowsFactor
- + colorLinear * _Midtones.xyz * midtonesFactor
- + colorLinear * _Highlights.xyz * highlightsFactor;
-
- colorLinear = colorLinear * _Gain.xyz + _Lift.xyz;
- colorLinear = sign(colorLinear) * pow(abs(colorLinear), _Gamma.xyz);
-
- float satMult;
- float3 hsv = RgbToHsv(colorLinear);
- {
-
- satMult = EvaluateCurve(_CurveHueVsSat, hsv.x) * 2.0;
-
- satMult *= EvaluateCurve(_CurveSatVsSat, hsv.y) * 2.0;
-
- satMult *= EvaluateCurve(_CurveLumVsSat, Luminance(colorLinear)) * 2.0;
-
- float hue = hsv.x + _HueSatCon.x;
- float offset = EvaluateCurve(_CurveHueVsHue, hue) - 0.5;
- hue += offset;
- hsv.x = RotateHue(hue, 0.0, 1.0);
- }
- colorLinear = HsvToRgb(hsv);
-
- luma = GetLuminance(colorLinear);
- colorLinear = luma.xxx + (_HueSatCon.yyy * satMult) * (colorLinear - luma.xxx);
-
-
-
- colorLinear = FastTonemap(colorLinear);
- {
- const float kHalfPixel = (1.0 / 128.0) / 2.0;
- float3 c = colorLinear;
-
- c += kHalfPixel.xxx;
- float mr = EvaluateCurve(_CurveMaster, c.r);
- float mg = EvaluateCurve(_CurveMaster, c.g);
- float mb = EvaluateCurve(_CurveMaster, c.b);
- c = float3(mr, mg, mb);
-
- c += kHalfPixel.xxx;
- float r = EvaluateCurve(_CurveRed, c.r);
- float g = EvaluateCurve(_CurveGreen, c.g);
- float b = EvaluateCurve(_CurveBlue, c.b);
- colorLinear = float3(r, g, b);
- }
- colorLinear = FastTonemapInvert(colorLinear);
- colorLinear = max(0.0, colorLinear);
- return colorLinear;
- }
- float3 Tonemap(float3 colorLinear)
- {
- #if _TONEMAP_NEUTRAL
- {
- colorLinear = NeutralTonemap(colorLinear);
- }
- #elif _TONEMAP_ACES
- {
-
- float3 aces = ACEScg_to_ACES(colorLinear);
- colorLinear = AcesTonemap(aces);
- }
- #endif
- return colorLinear;
- }
- float4 Frag(Varyings input) : SV_Target
- {
-
-
-
-
- float3 colorLutSpace = GetLutStripValue(input.uv, _Lut_Params);
-
- float3 gradedColor = ColorGrade(colorLutSpace);
- gradedColor = Tonemap(gradedColor);
- return float4(gradedColor, 1.0);
- }
- ENDHLSL
- SubShader
- {
- Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline"}
- LOD 100
- ZTest Always ZWrite Off Cull Off
- Pass
- {
- Name "LutBuilderHdr"
- HLSLPROGRAM
- #pragma vertex Vert
- #pragma fragment Frag
- ENDHLSL
- }
- }
- }
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