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- Shader "Hidden/Post FX/Monitors/Waveform Render"
- {
- SubShader
- {
- ZTest Always Cull Off ZWrite Off
- Fog { Mode off }
-
- CGINCLUDE
-
- #pragma fragmentoption ARB_precision_hint_fastest
- #pragma target 5.0
- #include "UnityCG.cginc"
-
- StructuredBuffer<uint4> _Waveform;
- float2 _Size;
- float4 _Channels;
- float _Exposure;
-
- float3 Tonemap(float3 x, float exposure)
- {
- const float a = 6.2;
- const float b = 0.5;
- const float c = 1.7;
- const float d = 0.06;
- x *= exposure;
- x = max((0.0).xxx, x - (0.004).xxx);
- x = (x * (a * x + b)) / (x * (a * x + c) + d);
- return x * x;
- }
-
- float4 FragWaveform(v2f_img i) : SV_Target
- {
- const float3 red = float3(1.4, 0.03, 0.02);
- const float3 green = float3(0.02, 1.1, 0.05);
- const float3 blue = float3(0.0, 0.25, 1.5);
- float3 color = float3(0.0, 0.0, 0.0);
-
- uint2 uvI = i.pos.xy;
- float4 w = _Waveform[uvI.y + uvI.x * _Size.y]; // Waveform data is stored in columns instead of rows
-
- color += red * w.r * _Channels.r;
- color += green * w.g * _Channels.g;
- color += blue * w.b * _Channels.b;
- color += w.aaa * _Channels.a * 1.5;
- color = Tonemap(color, _Exposure);
- color += (0.1).xxx;
-
- return float4(saturate(color), 1.0);
- }
-
- ENDCG
-
- // (0)
- Pass
- {
- CGPROGRAM
-
- #pragma vertex vert_img
- #pragma fragment FragWaveform
-
- ENDCG
- }
- }
- FallBack off
- }
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