// Calculates adaptation to minimum/maximum luminance values, // based on "currently adapted" and "new values to adapt to" // textures (both 1x1). Shader "Hidden/Contrast Stretch Adaptation" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _CurTex ("Base (RGB)", 2D) = "white" {} } Category { SubShader { Pass { ZTest Always Cull Off ZWrite Off Fog { Mode off } CGPROGRAM #pragma vertex vert_img #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #include "UnityCG.cginc" uniform sampler2D _MainTex; // currently adapted to uniform sampler2D _CurTex; // new value to adapt to uniform float4 _AdaptParams; // x=adaptLerp, y=limitMinimum, z=limitMaximum float4 frag (v2f_img i) : COLOR { // value is: max, min float2 valAdapted = tex2D(_MainTex, i.uv).xy; float2 valCur = tex2D(_CurTex, i.uv).xy; // Calculate new adapted values: interpolate // from valAdapted to valCur by script-supplied amount. // // Because we store adaptation levels in a simple 8 bit/channel // texture, we might not have enough precision - the interpolation // amount might be too small to change anything, and we'll never // arrive at the needed values. // // So we make sure the change we do is at least 1/255th of the // color range - this way we'll always change the value. const float kMinChange = 1.0/255.0; float2 delta = (valCur-valAdapted) * _AdaptParams.x; delta.x = sign(delta.x) * max( kMinChange, abs(delta.x) ); delta.y = sign(delta.y) * max( kMinChange, abs(delta.y) ); float4 valNew; valNew.xy = valAdapted + delta; // Impose user limits on maximum/minimum values valNew.x = max( valNew.x, _AdaptParams.z ); valNew.y = min( valNew.y, _AdaptParams.y ); // Optimization so that our final apply pass is faster: // z = max-min (plus a small amount to prevent division by zero) valNew.z = valNew.x - valNew.y + 0.01; // w = min/(max-min) valNew.w = valNew.y / valNew.z; return valNew; } ENDCG } } } Fallback off }