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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
#include "UnityCG.cginc"
// Mobile: use RGBM instead of float/half RGB
#define USE_RGBM defined(SHADER_API_MOBILE)
sampler2D _MainTex;
sampler2D _BaseTex;
float2 _MainTex_TexelSize;
float2 _BaseTex_TexelSize;
half4 _MainTex_ST;
half4 _BaseTex_ST;
float _PrefilterOffs;
half _Threshold;
half3 _Curve;
float _SampleScale;
half _Intensity;
// Brightness function
half Brightness(half3 c)
{
return max(max(c.r, c.g), c.b);
}
// 3-tap median filter
half3 Median(half3 a, half3 b, half3 c)
{
return a + b + c - min(min(a, b), c) - max(max(a, b), c);
}
// Clamp HDR value within a safe range
half3 SafeHDR(half3 c) { return min(c, 65000); }
half4 SafeHDR(half4 c) { return min(c, 65000); }
// RGBM encoding/decoding
half4 EncodeHDR(float3 rgb)
{
#if USE_RGBM
rgb *= 1.0 / 8;
float m = max(max(rgb.r, rgb.g), max(rgb.b, 1e-6));
m = ceil(m * 255) / 255;
return half4(rgb / m, m);
#else
return half4(rgb, 0);
#endif
}
float3 DecodeHDR(half4 rgba)
{
#if USE_RGBM
return rgba.rgb * rgba.a * 8;
#else
return rgba.rgb;
#endif
}
// Downsample with a 4x4 box filter
half3 DownsampleFilter(float2 uv)
{
float4 d = _MainTex_TexelSize.xyxy * float4(-1, -1, +1, +1);
half3 s;
s = DecodeHDR(tex2D(_MainTex, uv + d.xy));
s += DecodeHDR(tex2D(_MainTex, uv + d.zy));
s += DecodeHDR(tex2D(_MainTex, uv + d.xw));
s += DecodeHDR(tex2D(_MainTex, uv + d.zw));
return s * (1.0 / 4);
}
// Downsample with a 4x4 box filter + anti-flicker filter
half3 DownsampleAntiFlickerFilter(float2 uv)
{
float4 d = _MainTex_TexelSize.xyxy * float4(-1, -1, +1, +1);
half3 s1 = DecodeHDR(tex2D(_MainTex, uv + d.xy));
half3 s2 = DecodeHDR(tex2D(_MainTex, uv + d.zy));
half3 s3 = DecodeHDR(tex2D(_MainTex, uv + d.xw));
half3 s4 = DecodeHDR(tex2D(_MainTex, uv + d.zw));
// Karis's luma weighted average (using brightness instead of luma)
half s1w = 1 / (Brightness(s1) + 1);
half s2w = 1 / (Brightness(s2) + 1);
half s3w = 1 / (Brightness(s3) + 1);
half s4w = 1 / (Brightness(s4) + 1);
half one_div_wsum = 1 / (s1w + s2w + s3w + s4w);
return (s1 * s1w + s2 * s2w + s3 * s3w + s4 * s4w) * one_div_wsum;
}
half3 UpsampleFilter(float2 uv)
{
#if HIGH_QUALITY
// 9-tap bilinear upsampler (tent filter)
float4 d = _MainTex_TexelSize.xyxy * float4(1, 1, -1, 0) * _SampleScale;
half3 s;
s = DecodeHDR(tex2D(_MainTex, uv - d.xy));
s += DecodeHDR(tex2D(_MainTex, uv - d.wy)) * 2;
s += DecodeHDR(tex2D(_MainTex, uv - d.zy));
s += DecodeHDR(tex2D(_MainTex, uv + d.zw)) * 2;
s += DecodeHDR(tex2D(_MainTex, uv )) * 4;
s += DecodeHDR(tex2D(_MainTex, uv + d.xw)) * 2;
s += DecodeHDR(tex2D(_MainTex, uv + d.zy));
s += DecodeHDR(tex2D(_MainTex, uv + d.wy)) * 2;
s += DecodeHDR(tex2D(_MainTex, uv + d.xy));
return s * (1.0 / 16);
#else
// 4-tap bilinear upsampler
float4 d = _MainTex_TexelSize.xyxy * float4(-1, -1, +1, +1) * (_SampleScale * 0.5);
half3 s;
s = DecodeHDR(tex2D(_MainTex, uv + d.xy));
s += DecodeHDR(tex2D(_MainTex, uv + d.zy));
s += DecodeHDR(tex2D(_MainTex, uv + d.xw));
s += DecodeHDR(tex2D(_MainTex, uv + d.zw));
return s * (1.0 / 4);
#endif
}
//
// Vertex shader
//
v2f_img vert(appdata_img v)
{
v2f_img o;
#if UNITY_VERSION >= 540
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = UnityStereoScreenSpaceUVAdjust(v.texcoord, _MainTex_ST);
#else
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
#endif
return o;
}
struct v2f_multitex
{
float4 pos : SV_POSITION;
float2 uvMain : TEXCOORD0;
float2 uvBase : TEXCOORD1;
};
v2f_multitex vert_multitex(appdata_img v)
{
v2f_multitex o;
#if UNITY_VERSION >= 540
o.pos = UnityObjectToClipPos(v.vertex);
o.uvMain = UnityStereoScreenSpaceUVAdjust(v.texcoord, _MainTex_ST);
o.uvBase = UnityStereoScreenSpaceUVAdjust(v.texcoord, _BaseTex_ST);
#else
o.pos = UnityObjectToClipPos(v.vertex);
o.uvMain = v.texcoord;
o.uvBase = v.texcoord;
#endif
#if UNITY_UV_STARTS_AT_TOP
if (_BaseTex_TexelSize.y < 0.0)
o.uvBase.y = 1.0 - v.texcoord.y;
#endif
return o;
}
//
// fragment shader
//
half4 frag_prefilter(v2f_img i) : SV_Target
{
float2 uv = i.uv + _MainTex_TexelSize.xy * _PrefilterOffs;
#if ANTI_FLICKER
float3 d = _MainTex_TexelSize.xyx * float3(1, 1, 0);
half4 s0 = SafeHDR(tex2D(_MainTex, uv));
half3 s1 = SafeHDR(tex2D(_MainTex, uv - d.xz).rgb);
half3 s2 = SafeHDR(tex2D(_MainTex, uv + d.xz).rgb);
half3 s3 = SafeHDR(tex2D(_MainTex, uv - d.zy).rgb);
half3 s4 = SafeHDR(tex2D(_MainTex, uv + d.zy).rgb);
half3 m = Median(Median(s0.rgb, s1, s2), s3, s4);
#else
half4 s0 = SafeHDR(tex2D(_MainTex, uv));
half3 m = s0.rgb;
#endif
#if UNITY_COLORSPACE_GAMMA
m = GammaToLinearSpace(m);
#endif
// Pixel brightness
half br = Brightness(m);
// Under-threshold part: quadratic curve
half rq = clamp(br - _Curve.x, 0, _Curve.y);
rq = _Curve.z * rq * rq;
// Combine and apply the brightness response curve.
m *= max(rq, br - _Threshold) / max(br, 1e-5);
return EncodeHDR(m);
}
half4 frag_downsample1(v2f_img i) : SV_Target
{
#if ANTI_FLICKER
return EncodeHDR(DownsampleAntiFlickerFilter(i.uv));
#else
return EncodeHDR(DownsampleFilter(i.uv));
#endif
}
half4 frag_downsample2(v2f_img i) : SV_Target
{
return EncodeHDR(DownsampleFilter(i.uv));
}
half4 frag_upsample(v2f_multitex i) : SV_Target
{
half3 base = DecodeHDR(tex2D(_BaseTex, i.uvBase));
half3 blur = UpsampleFilter(i.uvMain);
return EncodeHDR(base + blur);
}
half4 frag_upsample_final(v2f_multitex i) : SV_Target
{
half4 base = tex2D(_BaseTex, i.uvBase);
half3 blur = UpsampleFilter(i.uvMain);
#if UNITY_COLORSPACE_GAMMA
base.rgb = GammaToLinearSpace(base.rgb);
#endif
half3 cout = base.rgb + blur * _Intensity;
#if UNITY_COLORSPACE_GAMMA
cout = LinearToGammaSpace(cout);
#endif
return half4(cout, base.a);
}