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2026-03-04 10:03:45 +08:00

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Shader "Hidden/Kronnect/Beautify/Beautify" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_OverlayTex ("Overlay (RGB)", 2D) = "black" {}
_Sharpen ("Sharpen Data", Vector) = (2.5,0.035,0.5,1)
_FXData ("FX Additional Data", Vector) = (0.5,0.5,0,1)
_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)
_OutlineIntensityMultiplier ("Outline Intensity Multiplier", Float) = 1
_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)
_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
_FlareTex ("Sun Flare texture", 2D) = "black" {}
_SunPos ("SF 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)
_SunGhosts3 ("SunFlares Ghosts 3 Data", Vector) = (0,0.25,0.4,0.025)
_SunGhosts4 ("SunFlares Ghosts 4 Data", Vector) = (0,0.5,0.3,0.04)
_SunTint ("Sun Flare Tint Color", Vector) = (1,1,1,1)
_SunHalo ("SunFlares Halo Data", Vector) = (0.22,15.1415,1,1)
_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)
_AntialiasData ("Antialias Data", Vector) = (5,0.001,0,1)
_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<float4> _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
}
}
}