Shader "Hidden/Kronnect/Beautify/BeautifyMobile" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _OverlayTex ("Overlay (RGB)", 2D) = "black" {} _FXData ("FX Additional Data", Vector) = (0.5,0.5,0,1) _Sharpen ("Sharpen Data", Vector) = (2.5,0.035,0.5,1) _ColorBoost ("Color Boost Data", Vector) = (1.1,1.1,0.08,0) _ColorBoost2 ("Color Boost Data 2", Vector) = (1,1,0,0) _Dither ("Dither Data", Vector) = (5,0,0,1) _FXColor ("FXColor Color", Vector) = (1,1,1,0) _TintColor ("Tint Color Color", Vector) = (1,1,1,0) _Vignetting ("Vignetting", Vector) = (0.3,0.3,0.3,0.05) _VignettingAspectRatio ("Vignetting Aspect Ratio", Float) = 1 _VignettingMask ("Mask Texture (A)", 2D) = "white" {} _Frame ("Frame Data", Vector) = (50,50,50,0) _FrameMask ("Mask Texture (A)", 2D) = "white" {} _FrameData ("Frame Data 2", Vector) = (1,1,1,1) _Outline ("Outline", Vector) = (0,0,0,0.8) _OutlineMinDepthThreshold ("Outline Min Depth Threshold", Float) = 0 _Dirt ("Dirt Data", Vector) = (0.5,0.5,0.5,0.5) _Bloom ("Bloom Data", Vector) = (0.5,0,0,1) _BloomWeights ("Bloom Weights", Vector) = (0.35,0.55,0.7,0.8) _BloomWeights2 ("Bloom Weights 2", Vector) = (0.35,0.55,0.7,0.8) _BloomTint ("Bloom Tint", Vector) = (1,1,1,0) _BloomTint0 ("Bloom Tint 0", Vector) = (1,1,1,1) _BloomTint1 ("Bloom Tint 1", Vector) = (1,1,1,1) _BloomTint2 ("Bloom Tint 2", Vector) = (1,1,1,1) _BloomTint3 ("Bloom Tint 3", Vector) = (1,1,1,1) _BloomTint4 ("Bloom Tint 4", Vector) = (1,1,1,1) _BloomTint5 ("Bloom Tint 5", Vector) = (1,1,1,1) _CompareParams ("Compare Params", Vector) = (0.7853982,0.001,0,0) _AFTint ("Anamorphic Flares Tint", Vector) = (1,1,1,0.5) _BokehData ("Bokeh Data", Vector) = (10,1,0,1) _DepthTexture ("Depth (RGBA)", 2D) = "black" {} _DofExclusionTexture ("DoF Exclusion (R)", 2D) = "white" {} _BokehData2 ("Bokeh Data 2", Vector) = (1000,4,0,0) _BokehData3 ("Bokeh Data 3", Vector) = (1000,100000,0,1) _EyeAdaptation ("Eye Adaptation Data", Vector) = (0.1,2,0.7,1) _Purkinje ("Purkinje Data", Vector) = (1,0.15,0,1) _BloomDepthThreshold ("Bloom Depth Threshold", Float) = 0 _BloomNearThreshold ("Bloom Near Threshold", Float) = 0 _SunPos ("SunFlares Sun Screen Position", Vector) = (0.5,0.5,0,0) _SunPosRightEye ("SF Screen Position Right Eye", Vector) = (0.5,0.5,0,0) _SunData ("SunFlares Sun Data", Vector) = (0.1,0.05,3.5,0.13) _SunCoronaRays1 ("SunFlares Corona Rays 1 Data", Vector) = (0.02,12,0.001,0) _SunCoronaRays2 ("SunFlares Corona Rays 2 Data", Vector) = (0.05,12,0.1,0) _SunGhosts1 ("SunFlares Ghosts 1 Data", Vector) = (0,0.03,0.6,0.06) _SunGhosts2 ("SunFlares Ghosts 2 Data", Vector) = (0,0.1,0.2,0.03) _SunHalo ("SunFlares Halo Data", Vector) = (0.22,15.1415,1,1) _SunTint ("Sun Flare Tint Color", Vector) = (1,1,1,1) _BlurScale ("Blur Scale", Float) = 1 _LUTTex ("Lut Texture (RGB)", 2D) = "white" {} _LUT3DTex ("Lut 3D Texture (RGB)", 3D) = "" {} _LUT3DParams ("Lut 3D Params", Vector) = (1,1,0,0) _HardLight ("HardLight Data", Vector) = (0,0,0,1) _ChromaticAberrationData ("ChromaticAberrationData", Vector) = (0,0,0,1) _TonemapGamma ("AGX Gamme", Float) = 2.5 } //DummyShaderTextExporter SubShader{ Tags { "RenderType"="Opaque" } LOD 200 Pass { HLSLPROGRAM #pragma vertex vert #pragma fragment frag float4x4 unity_ObjectToWorld; float4x4 unity_MatrixVP; float4 _MainTex_ST; struct Vertex_Stage_Input { float4 pos : POSITION; float2 uv : TEXCOORD0; }; struct Vertex_Stage_Output { float2 uv : TEXCOORD0; float4 pos : SV_POSITION; }; Vertex_Stage_Output vert(Vertex_Stage_Input input) { Vertex_Stage_Output output; output.uv = (input.uv.xy * _MainTex_ST.xy) + _MainTex_ST.zw; output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos)); return output; } Texture2D _MainTex; SamplerState sampler_MainTex; struct Fragment_Stage_Input { float2 uv : TEXCOORD0; }; float4 frag(Fragment_Stage_Input input) : SV_TARGET { return _MainTex.Sample(sampler_MainTex, input.uv.xy); } ENDHLSL } } }