115 lines
4.4 KiB
Plaintext
115 lines
4.4 KiB
Plaintext
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
|
|
}
|
|
}
|
|
} |