Created
January 13, 2013 16:24
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Shader "Custom/HumanAdaptation" { | |
21Properties { | |
_MainTex ("Base (RGB)", 2D) = "white" {} | |
} | |
SubShader { | |
Tags { "RenderType"="Opaque" } | |
LOD 200 | |
CGINCLUDE | |
#pragma fragmentoption ARB_precision_hint_fastest | |
#pragma target 3.0 | |
#include "UnityCG.cginc" | |
sampler2D _MainTex; | |
float4 _MainTex_ST; | |
float4 _MainTex_TexelSize; | |
sampler2D _LumTex; | |
float4 _LumTex_ST; | |
float _Adaptation; | |
float _Key, _White, _Limit; | |
struct v2f { | |
float4 pos : POSITION; | |
float2 uv : TEXCOORD0; | |
}; | |
v2f vert(appdata_img v) | |
{ | |
v2f o; | |
o.pos = mul(UNITY_MATRIX_MVP, v.vertex); | |
o.uv = v.texcoord.xy; | |
return o; | |
} | |
ENDCG | |
// Main pass | |
Pass { | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
float4 frag(v2f i) : COLOR | |
{ | |
half4 cColor = tex2D(_MainTex, i.uv); | |
float4 cLum = tex2D(_LumTex, i.uv); | |
float lMin = exp(cLum.x); | |
float lMax = exp(cLum.y); | |
float lAvg = exp(cLum.z); | |
lAvg = max(lMax / 2, _Limit); // force override for dark scene | |
float lum = max(0.000001, Luminance(cColor.rgb)); | |
float scaled = _Key / lAvg * lum; | |
scaled *= (1 + scaled / _White / _White) / (1+scaled); | |
return scaled * cColor; | |
} | |
ENDCG | |
} | |
// Downsample pass | |
Pass { | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment fragDownsample | |
float4 fragDownsample(v2f i) : COLOR | |
{ | |
float4 v1 = tex2D(_MainTex, i.uv + _MainTex_TexelSize.xy * float2(-1,-1)); | |
float4 v2 = tex2D(_MainTex, i.uv + _MainTex_TexelSize.xy * float2(1,1)); | |
float4 v3 = tex2D(_MainTex, i.uv + _MainTex_TexelSize.xy * float2(-1,1)); | |
float4 v4 = tex2D(_MainTex, i.uv + _MainTex_TexelSize.xy * float2(1,-1)); | |
float mn = min(min(v1.x,v2.x), min(v3.x,v4.x)); | |
float mx = max(max(v1.y,v2.y), max(v3.y,v4.y)); | |
//float avg = (v1.z+v2.z+v3.z+v4.z) / 4; | |
//avg= exp((log(v1.z)+log(v2.z)+log(v3.z)+log(v4.z))/4); | |
return float4(mn, mx, 1, 1); | |
} | |
ENDCG | |
} | |
// Update pass | |
Pass { | |
Blend SrcAlpha OneMinusSrcAlpha | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment fragUpdate | |
float4 fragUpdate(v2f i) : COLOR | |
{ | |
half2 cColor = tex2D(_MainTex, i.uv).xy; | |
return half4(cColor.xyx, _Adaptation); | |
} | |
ENDCG | |
} | |
// Prepare pass | |
Pass { | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment fragPrepare | |
float4 fragPrepare(v2f i) : COLOR | |
{ | |
float v = tex2D(_MainTex, i.uv); | |
float l = log(v + 0.001); | |
return half4(l, l, l, 1); | |
} | |
ENDCG | |
} | |
} | |
FallBack "Diffuse" | |
} |
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