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101 lines
1.8 KiB
101 lines
1.8 KiB
3 years ago
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// Colorful FX - Unity Asset
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// Copyright (c) 2015 - Thomas Hourdel
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// http://www.thomashourdel.com
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Shader "Hidden/Colorful/White Balance"
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{
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Properties
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{
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_MainTex ("Base (RGB)", 2D) = "white" {}
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_White ("White Color (RGB)", Color) = (0.5, 0.5, 0.5, 1.0)
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}
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CGINCLUDE
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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half4 _White;
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#define EPSILON 0.000001
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half4 frag_simple(v2f_img i) : SV_Target
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{
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half3 color = tex2D(_MainTex, i.uv).rgb;
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half3x3 scale = half3x3(
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0.5 / (_White.r + EPSILON), 0, 0,
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0, 0.5 / (_White.g + EPSILON), 0,
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0, 0, 0.5 / (_White.b + EPSILON)
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);
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color = mul(scale, color);
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return half4(saturate(color), 1.0);
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}
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half4 frag_complex(v2f_img i) : SV_Target
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{
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half3 color = tex2D(_MainTex, i.uv).rgb;
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half3x3 RGBtoLMS = half3x3(
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0.3811,0.5783,0.0402,
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0.1967,0.7244,0.0782,
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0.0241,0.1288,0.8444
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);
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half3x3 LMStoRGB = half3x3(
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4.4679, -3.5873, 0.1193,
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-1.2186, 2.3809, -0.1624,
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0.0497, -0.2439, 1.2045
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);
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half3 white = mul(RGBtoLMS, _White.rgb);
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half3x3 scale = half3x3(
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0.5 / (white.r + EPSILON), 0, 0,
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0, 0.5 / (white.g + EPSILON), 0,
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0, 0, 0.5 / (white.b + EPSILON)
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);
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half3 original = mul(RGBtoLMS, color);
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half3 balanced = mul(scale, original);
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color.rgb = mul(LMStoRGB, balanced);
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return half4(saturate(color), 1.0);
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}
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ENDCG
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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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// (0) Simple
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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 frag_simple
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#pragma fragmentoption ARB_precision_hint_fastest
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ENDCG
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}
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// (1) Complex
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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 frag_complex
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#pragma fragmentoption ARB_precision_hint_fastest
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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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