Make work with astra
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166
UnityProject/Assets/ThirdParty/PostProcessing/Resources/Shaders/Common.cginc
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166
UnityProject/Assets/ThirdParty/PostProcessing/Resources/Shaders/Common.cginc
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#ifndef __COMMON__
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#define __COMMON__
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#include "UnityCG.cginc"
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// Mobile: use RGBM instead of float/half RGB
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#define USE_RGBM defined(SHADER_API_MOBILE)
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#define MOBILE_OR_CONSOLE (defined(SHADER_API_MOBILE) || defined(SHADER_API_PSSL) || defined(SHADER_API_XBOXONE) || defined(SHADER_API_WIIU))
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#if defined(SHADER_API_PSSL)
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// No support for sampler2D_half on PS4 in 5.4
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#define sampler2D_half sampler2D_float
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#endif
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// -----------------------------------------------------------------------------
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// Uniforms
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#if defined(SEPARATE_TEXTURE_SAMPLER)
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Texture2D _MainTex;
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SamplerState sampler_MainTex;
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#else
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sampler2D _MainTex;
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#endif
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float4 _MainTex_TexelSize;
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float4 _MainTex_ST;
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// -----------------------------------------------------------------------------
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// Vertex shaders
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struct AttributesDefault
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{
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float4 vertex : POSITION;
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float4 texcoord : TEXCOORD0;
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};
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struct VaryingsDefault
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{
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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float2 uvSPR : TEXCOORD1; // Single Pass Stereo UVs
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};
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VaryingsDefault VertDefault(AttributesDefault v)
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{
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VaryingsDefault o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv = v.texcoord.xy;
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o.uvSPR = UnityStereoScreenSpaceUVAdjust(v.texcoord.xy, _MainTex_ST);
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return o;
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}
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// -----------------------------------------------------------------------------
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// Maths stuff
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#define HALF_MAX 65504.0
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#define EPSILON 1.0e-4
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#define UNITY_PI_2 (UNITY_PI * 2.0)
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inline half Min3(half3 x) { return min(x.x, min(x.y, x.z)); }
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inline half Min3(half x, half y, half z) { return min(x, min(y, z)); }
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inline half Max3(half3 x) { return max(x.x, max(x.y, x.z)); }
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inline half Max3(half x, half y, half z) { return max(x, max(y, z)); }
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inline half Min4(half4 x) { return min(x.x, min(x.y, min(x.z, x.w))); }
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inline half Min4(half x, half y, half z, half w) { return min(x, min(y, min(z, w))); }
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inline half Max4(half4 x) { return max(x.x, max(x.y, max(x.z, x.w))); }
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inline half Max4(half x, half y, half z, half w) { return max(x, max(y, min(z, w))); }
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inline half Pow2(half x) { return x * x; }
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inline half2 Pow2(half2 x) { return x * x; }
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inline half3 Pow2(half3 x) { return x * x; }
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inline half4 Pow2(half4 x) { return x * x; }
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inline half Pow3(half x) { return x * x * x; }
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inline half2 Pow3(half2 x) { return x * x * x; }
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inline half3 Pow3(half3 x) { return x * x * x; }
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inline half4 Pow3(half4 x) { return x * x * x; }
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#ifndef UNITY_STANDARD_BRDF_INCLUDED
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inline half Pow4(half x) { return x * x * x * x; }
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inline half2 Pow4(half2 x) { return x * x * x * x; }
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inline half3 Pow4(half3 x) { return x * x * x * x; }
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inline half4 Pow4(half4 x) { return x * x * x * x; }
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#endif
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// Returns the largest vector of v1 and v2
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inline half2 MaxV(half2 v1, half2 v2) { return dot(v1, v1) < dot(v2, v2) ? v2 : v1; }
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inline half3 MaxV(half3 v1, half3 v2) { return dot(v1, v1) < dot(v2, v2) ? v2 : v1; }
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inline half4 MaxV(half4 v1, half4 v2) { return dot(v1, v1) < dot(v2, v2) ? v2 : v1; }
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// Clamp HDR value within a safe range
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inline half SafeHDR(half c) { return min(c, HALF_MAX); }
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inline half2 SafeHDR(half2 c) { return min(c, HALF_MAX); }
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inline half3 SafeHDR(half3 c) { return min(c, HALF_MAX); }
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inline half4 SafeHDR(half4 c) { return min(c, HALF_MAX); }
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// Compatibility function
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#if (SHADER_TARGET < 50 && !defined(SHADER_API_PSSL))
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float rcp(float value)
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{
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return 1.0 / value;
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}
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#endif
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// Tonemapper from http://gpuopen.com/optimized-reversible-tonemapper-for-resolve/
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float4 FastToneMap(in float4 color)
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{
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return float4(color.rgb * rcp(Max3(color.rgb) + 1.), color.a);
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}
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float4 FastToneMap(in float4 color, in float weight)
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{
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return float4(color.rgb * rcp(weight * Max3(color.rgb) + 1.), color.a);
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}
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float4 FastToneUnmap(in float4 color)
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{
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return float4(color.rgb * rcp(1. - Max3(color.rgb)), color.a);
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}
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// Interleaved gradient function from Jimenez 2014 http://goo.gl/eomGso
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float GradientNoise(float2 uv)
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{
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uv = floor(uv * _ScreenParams.xy);
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float f = dot(float2(0.06711056, 0.00583715), uv);
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return frac(52.9829189 * frac(f));
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}
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// Z buffer depth to linear 0-1 depth
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// Handles orthographic projection correctly
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float LinearizeDepth(float z)
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{
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float isOrtho = unity_OrthoParams.w;
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float isPers = 1.0 - unity_OrthoParams.w;
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z *= _ZBufferParams.x;
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return (1.0 - isOrtho * z) / (isPers * z + _ZBufferParams.y);
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}
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// -----------------------------------------------------------------------------
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// RGBM encoding/decoding
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half4 EncodeHDR(float3 rgb)
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{
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#if USE_RGBM
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rgb *= 1.0 / 8.0;
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float m = max(max(rgb.r, rgb.g), max(rgb.b, 1e-6));
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m = ceil(m * 255.0) / 255.0;
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return half4(rgb / m, m);
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#else
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return half4(rgb, 0.0);
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#endif
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}
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float3 DecodeHDR(half4 rgba)
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{
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#if USE_RGBM
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return rgba.rgb * rgba.a * 8.0;
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#else
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return rgba.rgb;
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#endif
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}
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#endif // __COMMON__
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