mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-25 23:17:58 +01:00
65 lines
1.8 KiB
Text
65 lines
1.8 KiB
Text
Shader "Hidden/Post FX/Monitors/Waveform Render"
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{
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SubShader
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{
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ZTest Always Cull Off ZWrite Off
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Fog { Mode off }
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CGINCLUDE
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma target 5.0
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#include "UnityCG.cginc"
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StructuredBuffer<uint4> _Waveform;
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float2 _Size;
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float4 _Channels;
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float _Exposure;
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float3 Tonemap(float3 x, float exposure)
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{
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const float a = 6.2;
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const float b = 0.5;
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const float c = 1.7;
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const float d = 0.06;
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x *= exposure;
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x = max((0.0).xxx, x - (0.004).xxx);
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x = (x * (a * x + b)) / (x * (a * x + c) + d);
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return x * x;
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}
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float4 FragWaveform(v2f_img i) : SV_Target
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{
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const float3 red = float3(1.4, 0.03, 0.02);
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const float3 green = float3(0.02, 1.1, 0.05);
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const float3 blue = float3(0.0, 0.25, 1.5);
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float3 color = float3(0.0, 0.0, 0.0);
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uint2 uvI = i.pos.xy;
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float4 w = _Waveform[uvI.y + uvI.x * _Size.y]; // Waveform data is stored in columns instead of rows
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color += red * w.r * _Channels.r;
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color += green * w.g * _Channels.g;
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color += blue * w.b * _Channels.b;
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color += w.aaa * _Channels.a * 1.5;
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color = Tonemap(color, _Exposure);
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color += (0.1).xxx;
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return float4(saturate(color), 1.0);
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}
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ENDCG
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// (0)
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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 FragWaveform
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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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