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- Shader "Hidden/Universal Render Pipeline/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
- {
- 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
- }
- }
- }
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