123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596 |
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/HDROutput.hlsl"
-
- #if SRC_TEXTURE2D_X_ARRAY
- TEXTURE2D_ARRAY(_SourceTex);
- #else
- TEXTURE2D(_SourceTex);
- #endif
-
- uniform uint _SourceTexArraySlice;
- uniform uint _SRGBRead;
- uniform uint _SRGBWrite;
- uniform float _MaxNits;
- uniform float _SourceMaxNits;
- uniform int _SourceHDREncoding;
- uniform float4x4 _ColorTransform;
-
-
- struct Attributes
- {
- uint vertexID : SV_VertexID;
- };
-
- struct Varyings
- {
- float4 positionCS : SV_POSITION;
- float2 texcoord : TEXCOORD0;
- };
-
- Varyings VertQuad(Attributes input)
- {
- Varyings output;
- output.positionCS = GetQuadVertexPosition(input.vertexID) * float4(_ScaleBiasRt.x, _ScaleBiasRt.y, 1, 1) + float4(_ScaleBiasRt.z, _ScaleBiasRt.w, 0, 0);
- output.positionCS.xy = output.positionCS.xy * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f); //convert to -1..1
-
- //Using temporary as writing to global _ScaleBias.w is prohibited when compiling with DXC
- float scaleBiasW = _ScaleBias.w;
- #if UNITY_UV_STARTS_AT_TOP
- // Unity viewport convention is bottom left as origin. Adjust Scalebias to read the correct region.
- scaleBiasW = 1 - _ScaleBias.w - _ScaleBias.y;
- #endif
- output.texcoord = GetQuadTexCoord(input.vertexID) * _ScaleBias.xy + float2(_ScaleBias.z, scaleBiasW);
- return output;
- }
-
- float4 FragBilinear(Varyings input) : SV_Target
- {
-
- float4 outColor;
- float2 uv = input.texcoord.xy;
-
- #if defined(SUPPORTS_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
- UNITY_BRANCH if (_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
- {
- // We use stereo eye index to sample the correct slice when resolving foveated targets.
- // Since MirrorView is not a stereo shader we have to populate unity_StereoEyeIndex ourselves.
- unity_StereoEyeIndex = _SourceTexArraySlice;
-
- uv = RemapFoveatedRenderingLinearToNonUniform(input.texcoord.xy);
- }
- #endif // SUPPORTS_FOVEATED_RENDERING_NON_UNIFORM_RASTER
-
- #if SRC_TEXTURE2D_X_ARRAY
- outColor = SAMPLE_TEXTURE2D_ARRAY(_SourceTex, sampler_LinearClamp, uv, _SourceTexArraySlice);
- #else
- outColor = SAMPLE_TEXTURE2D(_SourceTex, sampler_LinearClamp, uv);
- #endif
-
- #if HDR_COLORSPACE_CONVERSION_AND_ENCODING
- // Currently this will case any values in the source color space that go outside of the destination to most likley get clamped
- // the same will be true for any luminance values in the source range outside the destination range. This will lead to hue shifts
- // and over saturated display, e.g. a red value of (1000, 100, 100) if converted to SDR would get clamped at (80,80,80) generating white.
- // TODO: The solution here is to add a hue preserving tonemap operator in as part of the conversion process but this will add quite a bit of extra expense.
-
- // Convert the encoded output image into linear
- outColor.rgb = InverseOETF(outColor.rgb, _SourceMaxNits, _SourceHDREncoding);
- // Now we need to convert the color space from source to destination;
- outColor.rgb = mul((float3x3)_ColorTransform, outColor.rgb);
- // Convert the linear image into the correct encoded output for the display
- outColor.rgb = OETF(outColor.rgb, _MaxNits);
- #else
- if (_SRGBRead && _SRGBWrite)
- return outColor;
-
- if (_SRGBRead)
- outColor = SRGBToLinear(outColor);
-
- if (_SRGBWrite)
- outColor = LinearToSRGB(outColor);
- #endif
-
-
- return outColor;
- }
|