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Shader "Hidden/Post FX/Lut Generator"
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{
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CGINCLUDE
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#pragma target 3.0
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#pragma multi_compile __ TONEMAPPING_NEUTRAL TONEMAPPING_FILMIC
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#include "UnityCG.cginc"
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#include "ACES.cginc"
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#include "Common.cginc"
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#include "ColorGrading.cginc"
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#include "Tonemapping.cginc"
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half3 _Balance;
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half3 _Lift;
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half3 _InvGamma;
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half3 _Gain;
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half3 _Offset;
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half3 _Power;
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half3 _Slope;
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half _HueShift;
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half _Saturation;
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half _Contrast;
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half3 _ChannelMixerRed;
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half3 _ChannelMixerGreen;
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half3 _ChannelMixerBlue;
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half4 _NeutralTonemapperParams1;
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half4 _NeutralTonemapperParams2;
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sampler2D _Curves;
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half4 _LutParams;
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half3 ColorGrade(half3 color)
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{
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half3 aces = unity_to_ACES(color);
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// ACEScc (log) space
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half3 acescc = ACES_to_ACEScc(aces);
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acescc = OffsetPowerSlope(acescc, _Offset, _Power, _Slope);
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half2 hs = RgbToHsv(acescc).xy;
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half satMultiplier = SecondaryHueSat(hs.x, _Curves);
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satMultiplier *= SecondarySatSat(hs.y, _Curves);
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satMultiplier *= SecondaryLumSat(AcesLuminance(acescc), _Curves);
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acescc = Saturation(acescc, _Saturation * satMultiplier);
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acescc = ContrastLog(acescc, _Contrast);
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aces = ACEScc_to_ACES(acescc);
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// ACEScg (linear) space
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half3 acescg = ACES_to_ACEScg(aces);
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acescg = WhiteBalance(acescg, _Balance);
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acescg = LiftGammaGain(acescg, _Lift, _InvGamma, _Gain);
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half3 hsv = RgbToHsv(max(acescg, 0.0));
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hsv.x = SecondaryHueHue(hsv.x + _HueShift, _Curves);
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acescg = HsvToRgb(hsv);
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acescg = ChannelMixer(acescg, _ChannelMixerRed, _ChannelMixerGreen, _ChannelMixerBlue);
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#if TONEMAPPING_FILMIC
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aces = ACEScg_to_ACES(acescg);
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color = FilmicTonemap(aces);
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#elif TONEMAPPING_NEUTRAL
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color = ACEScg_to_unity(acescg);
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color = NeutralTonemap(color, _NeutralTonemapperParams1, _NeutralTonemapperParams2);
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#else
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color = ACEScg_to_unity(acescg);
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#endif
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// YRGB curves (done in linear/LDR for now)
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color = YrgbCurve(color, _Curves);
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return color;
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}
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half4 FragCreateLut(VaryingsDefault i) : SV_Target
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{
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// 2D strip lut
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half2 uv = i.uv - _LutParams.yz;
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half3 color;
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color.r = frac(uv.x * _LutParams.x);
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color.b = uv.x - color.r / _LutParams.x;
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color.g = uv.y;
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// Lut is in LogC
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half3 colorLogC = color * _LutParams.w;
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// Switch back to unity linear and color grade
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half3 colorLinear = LogCToLinear(colorLogC);
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half3 graded = ColorGrade(colorLinear);
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return half4(graded, 1.0);
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}
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ENDCG
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SubShader
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{
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Cull Off ZWrite Off ZTest Always
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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 VertDefault
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#pragma fragment FragCreateLut
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ENDCG
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}
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}
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}
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