├── .gitignore
├── .vscode
└── settings.json
├── Assets
├── DanceVFX.meta
├── DanceVFX
│ ├── Assets.meta
│ ├── Assets
│ │ ├── BB.mat
│ │ ├── BB.mat.meta
│ │ ├── Color.renderTexture
│ │ ├── Color.renderTexture.meta
│ │ ├── Depth.renderTexture
│ │ ├── Depth.renderTexture.meta
│ │ ├── DepthBuffer.asset
│ │ ├── DepthBuffer.asset.meta
│ │ ├── DepthBuffer.mat
│ │ ├── DepthBuffer.mat.meta
│ │ ├── DepthBuffer.shader
│ │ ├── DepthBuffer.shader.meta
│ │ ├── Line.shader
│ │ ├── Line.shader.meta
│ │ ├── Memory.asset
│ │ ├── Memory.asset.meta
│ │ ├── Memory_Particle.mat
│ │ ├── Memory_Particle.mat.meta
│ │ ├── Particle.shader
│ │ ├── Particle.shader.meta
│ │ ├── ParticleBase.fbx
│ │ ├── ParticleBase.fbx.meta
│ │ ├── PositionUpdater_Noise.shader
│ │ ├── PositionUpdater_Noise.shader.meta
│ │ ├── Visualize.mat
│ │ ├── Visualize.mat.meta
│ │ ├── particle.mat
│ │ ├── particle.mat.meta
│ │ ├── test.anim
│ │ ├── test.anim.meta
│ │ ├── test.controller
│ │ └── test.controller.meta
│ ├── Save_Profiles.meta
│ └── Save_Profiles
│ │ ├── Main Camera Profile.asset
│ │ └── Main Camera Profile.asset.meta
├── New Material.mat
├── New Material.mat.meta
├── Plugins.meta
├── Plugins
│ ├── VRCSDK.meta
│ └── VRCSDK
│ │ ├── x86_64.meta
│ │ └── x86_64
│ │ ├── sqlite3.dll
│ │ └── sqlite3.dll.meta
├── PostProcessing-2.meta
├── PostProcessing-2
│ ├── .gitignore
│ ├── .npmignore
│ ├── .yamato
│ │ └── upm-ci.yml
│ ├── CHANGELOG.md
│ ├── CHANGELOG.md.meta
│ ├── CONTRIBUTIONS.md
│ ├── CONTRIBUTIONS.md.meta
│ ├── Documentation~
│ │ ├── Ambient-Occlusion.md
│ │ ├── Anti-aliasing.md
│ │ ├── Auto-Exposure.md
│ │ ├── Bloom.md
│ │ ├── Chromatic-Aberration.md
│ │ ├── Color-Grading.md
│ │ ├── Debugging.md
│ │ ├── Deferred-Fog.md
│ │ ├── Depth-of-Field.md
│ │ ├── Grain.md
│ │ ├── Installation.md
│ │ ├── Lens-Distortion.md
│ │ ├── Manipulating-the-Stack.md
│ │ ├── Motion-Blur.md
│ │ ├── Quick-start.md
│ │ ├── Screen-Space-Reflections.md
│ │ ├── TableOfContents.md
│ │ ├── Troubleshooting.md
│ │ ├── Vignette.md
│ │ ├── Writing-Custom-Effects.md
│ │ ├── images
│ │ │ ├── aa-1.png
│ │ │ ├── aa-2.png
│ │ │ ├── aa-3.png
│ │ │ ├── autoexposure.png
│ │ │ ├── bloom.png
│ │ │ ├── chroma.png
│ │ │ ├── custom-effect-ordering.png
│ │ │ ├── deferredfog.png
│ │ │ ├── dof.png
│ │ │ ├── grading-1.png
│ │ │ ├── grading-10.png
│ │ │ ├── grading-11.png
│ │ │ ├── grading-2.png
│ │ │ ├── grading-3.png
│ │ │ ├── grading-4.png
│ │ │ ├── grading-5.png
│ │ │ ├── grading-6.png
│ │ │ ├── grading-7.png
│ │ │ ├── grading-8.png
│ │ │ ├── grading-9.png
│ │ │ ├── grain.png
│ │ │ ├── home-after.png
│ │ │ ├── home-before.png
│ │ │ ├── lensdistortion.png
│ │ │ ├── motionblur.png
│ │ │ ├── quickstart-1.png
│ │ │ ├── quickstart-2.png
│ │ │ ├── quickstart-3.png
│ │ │ ├── screenshot-antialiasing.png
│ │ │ ├── screenshot-ao.png
│ │ │ ├── screenshot-bloom.png
│ │ │ ├── screenshot-chroma.png
│ │ │ ├── screenshot-distortion.png
│ │ │ ├── screenshot-dof.png
│ │ │ ├── screenshot-fog.png
│ │ │ ├── screenshot-grading.png
│ │ │ ├── screenshot-motionblur.png
│ │ │ ├── screenshot-ssr.png
│ │ │ ├── screenshot-vignette.png
│ │ │ ├── ssao-1.png
│ │ │ ├── ssao-2.png
│ │ │ ├── ssr.png
│ │ │ ├── vignette-1.png
│ │ │ └── vignette-2.png
│ │ └── index.md
│ ├── LICENSE.md
│ ├── LICENSE.md.meta
│ ├── POSTFXMARKER
│ ├── POSTFXMARKER.meta
│ ├── PostProcessing.meta
│ ├── PostProcessing
│ │ ├── Editor.meta
│ │ ├── Editor
│ │ │ ├── Attributes.meta
│ │ │ ├── Attributes
│ │ │ │ ├── DecoratorAttribute.cs
│ │ │ │ ├── DecoratorAttribute.cs.meta
│ │ │ │ ├── PostProcessEditorAttribute.cs
│ │ │ │ └── PostProcessEditorAttribute.cs.meta
│ │ │ ├── BaseEditor.cs
│ │ │ ├── BaseEditor.cs.meta
│ │ │ ├── Decorators.meta
│ │ │ ├── Decorators
│ │ │ │ ├── AttributeDecorator.cs
│ │ │ │ ├── AttributeDecorator.cs.meta
│ │ │ │ ├── Decorators.cs
│ │ │ │ ├── Decorators.cs.meta
│ │ │ │ ├── TrackballDecorator.cs
│ │ │ │ └── TrackballDecorator.cs.meta
│ │ │ ├── EffectListEditor.cs
│ │ │ ├── EffectListEditor.cs.meta
│ │ │ ├── Effects.meta
│ │ │ ├── Effects
│ │ │ │ ├── AmbientOcclusionEditor.cs
│ │ │ │ ├── AmbientOcclusionEditor.cs.meta
│ │ │ │ ├── AutoExposureEditor.cs
│ │ │ │ ├── AutoExposureEditor.cs.meta
│ │ │ │ ├── BloomEditor.cs
│ │ │ │ ├── BloomEditor.cs.meta
│ │ │ │ ├── ChromaticAberrationEditor.cs
│ │ │ │ ├── ChromaticAberrationEditor.cs.meta
│ │ │ │ ├── ColorGradingEditor.cs
│ │ │ │ ├── ColorGradingEditor.cs.meta
│ │ │ │ ├── DefaultPostProcessEffectEditor.cs
│ │ │ │ ├── DefaultPostProcessEffectEditor.cs.meta
│ │ │ │ ├── DepthOfFieldEditor.cs
│ │ │ │ ├── DepthOfFieldEditor.cs.meta
│ │ │ │ ├── LensDistortionEditor.cs
│ │ │ │ ├── LensDistortionEditor.cs.meta
│ │ │ │ ├── ScreenSpaceReflectionsEditor.cs
│ │ │ │ ├── ScreenSpaceReflectionsEditor.cs.meta
│ │ │ │ ├── VignetteEditor.cs
│ │ │ │ └── VignetteEditor.cs.meta
│ │ │ ├── PostProcessDebugEditor.cs
│ │ │ ├── PostProcessDebugEditor.cs.meta
│ │ │ ├── PostProcessEffectBaseEditor.cs
│ │ │ ├── PostProcessEffectBaseEditor.cs.meta
│ │ │ ├── PostProcessEffectEditor.cs
│ │ │ ├── PostProcessEffectEditor.cs.meta
│ │ │ ├── PostProcessLayerEditor.cs
│ │ │ ├── PostProcessLayerEditor.cs.meta
│ │ │ ├── PostProcessProfileEditor.cs
│ │ │ ├── PostProcessProfileEditor.cs.meta
│ │ │ ├── PostProcessVolumeEditor.cs
│ │ │ ├── PostProcessVolumeEditor.cs.meta
│ │ │ ├── Tools.meta
│ │ │ ├── Tools
│ │ │ │ ├── CubeLutAssetFactory.cs
│ │ │ │ ├── CubeLutAssetFactory.cs.meta
│ │ │ │ ├── CubeLutAssetImporter.cs
│ │ │ │ ├── CubeLutAssetImporter.cs.meta
│ │ │ │ ├── DefineSetter.cs
│ │ │ │ ├── DefineSetter.cs.meta
│ │ │ │ ├── ProfileFactory.cs
│ │ │ │ ├── ProfileFactory.cs.meta
│ │ │ │ ├── ResourceAssetFactory.cs
│ │ │ │ ├── ResourceAssetFactory.cs.meta
│ │ │ │ ├── VolumeFactory.cs
│ │ │ │ └── VolumeFactory.cs.meta
│ │ │ ├── Unity.Postprocessing.Editor.asmdef
│ │ │ ├── Unity.Postprocessing.Editor.asmdef.meta
│ │ │ ├── Utils.meta
│ │ │ └── Utils
│ │ │ │ ├── CurveEditor.cs
│ │ │ │ ├── CurveEditor.cs.meta
│ │ │ │ ├── EditorUtilities.cs
│ │ │ │ ├── EditorUtilities.cs.meta
│ │ │ │ ├── GlobalSettings.cs
│ │ │ │ ├── GlobalSettings.cs.meta
│ │ │ │ ├── PostProcessShaderIncludePath.cs
│ │ │ │ ├── PostProcessShaderIncludePath.cs.meta
│ │ │ │ ├── SerializedParameterOverride.cs
│ │ │ │ ├── SerializedParameterOverride.cs.meta
│ │ │ │ ├── Styling.cs
│ │ │ │ └── Styling.cs.meta
│ │ ├── Gizmos.meta
│ │ ├── Gizmos
│ │ │ ├── PostProcessLayer.png
│ │ │ └── PostProcessLayer.png.meta
│ │ ├── PostProcessResources.asset
│ │ ├── PostProcessResources.asset.meta
│ │ ├── Runtime.meta
│ │ ├── Runtime
│ │ │ ├── Attributes.meta
│ │ │ ├── Attributes
│ │ │ │ ├── DisplayNameAttribute.cs
│ │ │ │ ├── DisplayNameAttribute.cs.meta
│ │ │ │ ├── MaxAttribute.cs
│ │ │ │ ├── MaxAttribute.cs.meta
│ │ │ │ ├── MinAttribute.cs
│ │ │ │ ├── MinAttribute.cs.meta
│ │ │ │ ├── MinMaxAttribute.cs
│ │ │ │ ├── MinMaxAttribute.cs.meta
│ │ │ │ ├── PostProcessAttribute.cs
│ │ │ │ ├── PostProcessAttribute.cs.meta
│ │ │ │ ├── TrackballAttribute.cs
│ │ │ │ └── TrackballAttribute.cs.meta
│ │ │ ├── Effects.meta
│ │ │ ├── Effects
│ │ │ │ ├── AmbientOcclusion.cs
│ │ │ │ ├── AmbientOcclusion.cs.meta
│ │ │ │ ├── AutoExposure.cs
│ │ │ │ ├── AutoExposure.cs.meta
│ │ │ │ ├── Bloom.cs
│ │ │ │ ├── Bloom.cs.meta
│ │ │ │ ├── ChromaticAberration.cs
│ │ │ │ ├── ChromaticAberration.cs.meta
│ │ │ │ ├── ColorGrading.cs
│ │ │ │ ├── ColorGrading.cs.meta
│ │ │ │ ├── DepthOfField.cs
│ │ │ │ ├── DepthOfField.cs.meta
│ │ │ │ ├── Dithering.cs
│ │ │ │ ├── Dithering.cs.meta
│ │ │ │ ├── FastApproximateAntialiasing.cs
│ │ │ │ ├── FastApproximateAntialiasing.cs.meta
│ │ │ │ ├── Fog.cs
│ │ │ │ ├── Fog.cs.meta
│ │ │ │ ├── Grain.cs
│ │ │ │ ├── Grain.cs.meta
│ │ │ │ ├── LensDistortion.cs
│ │ │ │ ├── LensDistortion.cs.meta
│ │ │ │ ├── MotionBlur.cs
│ │ │ │ ├── MotionBlur.cs.meta
│ │ │ │ ├── MultiScaleVO.cs
│ │ │ │ ├── MultiScaleVO.cs.meta
│ │ │ │ ├── ScalableAO.cs
│ │ │ │ ├── ScalableAO.cs.meta
│ │ │ │ ├── ScreenSpaceReflections.cs
│ │ │ │ ├── ScreenSpaceReflections.cs.meta
│ │ │ │ ├── SubpixelMorphologicalAntialiasing.cs
│ │ │ │ ├── SubpixelMorphologicalAntialiasing.cs.meta
│ │ │ │ ├── TemporalAntialiasing.cs
│ │ │ │ ├── TemporalAntialiasing.cs.meta
│ │ │ │ ├── Vignette.cs
│ │ │ │ └── Vignette.cs.meta
│ │ │ ├── Monitors.meta
│ │ │ ├── Monitors
│ │ │ │ ├── HistogramMonitor.cs
│ │ │ │ ├── HistogramMonitor.cs.meta
│ │ │ │ ├── LightMeterMonitor.cs
│ │ │ │ ├── LightMeterMonitor.cs.meta
│ │ │ │ ├── Monitor.cs
│ │ │ │ ├── Monitor.cs.meta
│ │ │ │ ├── VectorscopeMonitor.cs
│ │ │ │ ├── VectorscopeMonitor.cs.meta
│ │ │ │ ├── WaveformMonitor.cs
│ │ │ │ └── WaveformMonitor.cs.meta
│ │ │ ├── ParameterOverride.cs
│ │ │ ├── ParameterOverride.cs.meta
│ │ │ ├── PostProcessBundle.cs
│ │ │ ├── PostProcessBundle.cs.meta
│ │ │ ├── PostProcessDebug.cs
│ │ │ ├── PostProcessDebug.cs.meta
│ │ │ ├── PostProcessDebugLayer.cs
│ │ │ ├── PostProcessDebugLayer.cs.meta
│ │ │ ├── PostProcessEffectRenderer.cs
│ │ │ ├── PostProcessEffectRenderer.cs.meta
│ │ │ ├── PostProcessEffectSettings.cs
│ │ │ ├── PostProcessEffectSettings.cs.meta
│ │ │ ├── PostProcessEvent.cs
│ │ │ ├── PostProcessEvent.cs.meta
│ │ │ ├── PostProcessLayer.cs
│ │ │ ├── PostProcessLayer.cs.meta
│ │ │ ├── PostProcessManager.cs
│ │ │ ├── PostProcessManager.cs.meta
│ │ │ ├── PostProcessProfile.cs
│ │ │ ├── PostProcessProfile.cs.meta
│ │ │ ├── PostProcessRenderContext.cs
│ │ │ ├── PostProcessRenderContext.cs.meta
│ │ │ ├── PostProcessResources.cs
│ │ │ ├── PostProcessResources.cs.meta
│ │ │ ├── PostProcessVolume.cs
│ │ │ ├── PostProcessVolume.cs.meta
│ │ │ ├── Unity.Postprocessing.Runtime.asmdef
│ │ │ ├── Unity.Postprocessing.Runtime.asmdef.meta
│ │ │ ├── Utils.meta
│ │ │ └── Utils
│ │ │ │ ├── ColorUtilities.cs
│ │ │ │ ├── ColorUtilities.cs.meta
│ │ │ │ ├── HableCurve.cs
│ │ │ │ ├── HableCurve.cs.meta
│ │ │ │ ├── HaltonSeq.cs
│ │ │ │ ├── HaltonSeq.cs.meta
│ │ │ │ ├── LogHistogram.cs
│ │ │ │ ├── LogHistogram.cs.meta
│ │ │ │ ├── MeshUtilities.cs
│ │ │ │ ├── MeshUtilities.cs.meta
│ │ │ │ ├── PropertySheet.cs
│ │ │ │ ├── PropertySheet.cs.meta
│ │ │ │ ├── PropertySheetFactory.cs
│ │ │ │ ├── PropertySheetFactory.cs.meta
│ │ │ │ ├── RuntimeUtilities.cs
│ │ │ │ ├── RuntimeUtilities.cs.meta
│ │ │ │ ├── ShaderIDs.cs
│ │ │ │ ├── ShaderIDs.cs.meta
│ │ │ │ ├── Spline.cs
│ │ │ │ ├── Spline.cs.meta
│ │ │ │ ├── TargetPool.cs
│ │ │ │ ├── TargetPool.cs.meta
│ │ │ │ ├── TextureFormatUtilities.cs
│ │ │ │ ├── TextureFormatUtilities.cs.meta
│ │ │ │ ├── TextureLerper.cs
│ │ │ │ ├── TextureLerper.cs.meta
│ │ │ │ ├── XRSettings.cs
│ │ │ │ └── XRSettings.cs.meta
│ │ ├── Shaders.meta
│ │ ├── Shaders
│ │ │ ├── ACES.hlsl
│ │ │ ├── ACES.hlsl.meta
│ │ │ ├── API.meta
│ │ │ ├── API
│ │ │ │ ├── D3D11.hlsl
│ │ │ │ ├── D3D11.hlsl.meta
│ │ │ │ ├── D3D12.hlsl
│ │ │ │ ├── D3D12.hlsl.meta
│ │ │ │ ├── D3D9.hlsl
│ │ │ │ ├── D3D9.hlsl.meta
│ │ │ │ ├── Metal.hlsl
│ │ │ │ ├── Metal.hlsl.meta
│ │ │ │ ├── OpenGL.hlsl
│ │ │ │ ├── OpenGL.hlsl.meta
│ │ │ │ ├── PSP2.hlsl
│ │ │ │ ├── PSP2.hlsl.meta
│ │ │ │ ├── PSSL.hlsl
│ │ │ │ ├── PSSL.hlsl.meta
│ │ │ │ ├── Switch.hlsl
│ │ │ │ ├── Switch.hlsl.meta
│ │ │ │ ├── Vulkan.hlsl
│ │ │ │ ├── Vulkan.hlsl.meta
│ │ │ │ ├── XboxOne.hlsl
│ │ │ │ └── XboxOne.hlsl.meta
│ │ │ ├── Builtins.meta
│ │ │ ├── Builtins
│ │ │ │ ├── AutoExposure.compute
│ │ │ │ ├── AutoExposure.compute.meta
│ │ │ │ ├── Bloom.shader
│ │ │ │ ├── Bloom.shader.meta
│ │ │ │ ├── Copy.shader
│ │ │ │ ├── Copy.shader.meta
│ │ │ │ ├── CopyStd.shader
│ │ │ │ ├── CopyStd.shader.meta
│ │ │ │ ├── CopyStdFromDoubleWide.shader
│ │ │ │ ├── CopyStdFromDoubleWide.shader.meta
│ │ │ │ ├── CopyStdFromTexArray.shader
│ │ │ │ ├── CopyStdFromTexArray.shader.meta
│ │ │ │ ├── DeferredFog.shader
│ │ │ │ ├── DeferredFog.shader.meta
│ │ │ │ ├── DepthOfField.hlsl
│ │ │ │ ├── DepthOfField.hlsl.meta
│ │ │ │ ├── DepthOfField.shader
│ │ │ │ ├── DepthOfField.shader.meta
│ │ │ │ ├── DiscardAlpha.shader
│ │ │ │ ├── DiscardAlpha.shader.meta
│ │ │ │ ├── DiskKernels.hlsl
│ │ │ │ ├── DiskKernels.hlsl.meta
│ │ │ │ ├── Distortion.hlsl
│ │ │ │ ├── Distortion.hlsl.meta
│ │ │ │ ├── Dithering.hlsl
│ │ │ │ ├── Dithering.hlsl.meta
│ │ │ │ ├── ExposureHistogram.compute
│ │ │ │ ├── ExposureHistogram.compute.meta
│ │ │ │ ├── ExposureHistogram.hlsl
│ │ │ │ ├── ExposureHistogram.hlsl.meta
│ │ │ │ ├── FastApproximateAntialiasing.hlsl
│ │ │ │ ├── FastApproximateAntialiasing.hlsl.meta
│ │ │ │ ├── FinalPass.shader
│ │ │ │ ├── FinalPass.shader.meta
│ │ │ │ ├── Fog.hlsl
│ │ │ │ ├── Fog.hlsl.meta
│ │ │ │ ├── GaussianDownsample.compute
│ │ │ │ ├── GaussianDownsample.compute.meta
│ │ │ │ ├── GrainBaker.shader
│ │ │ │ ├── GrainBaker.shader.meta
│ │ │ │ ├── Lut2DBaker.shader
│ │ │ │ ├── Lut2DBaker.shader.meta
│ │ │ │ ├── Lut3DBaker.compute
│ │ │ │ ├── Lut3DBaker.compute.meta
│ │ │ │ ├── MotionBlur.shader
│ │ │ │ ├── MotionBlur.shader.meta
│ │ │ │ ├── MultiScaleVO.shader
│ │ │ │ ├── MultiScaleVO.shader.meta
│ │ │ │ ├── MultiScaleVODownsample1.compute
│ │ │ │ ├── MultiScaleVODownsample1.compute.meta
│ │ │ │ ├── MultiScaleVODownsample2.compute
│ │ │ │ ├── MultiScaleVODownsample2.compute.meta
│ │ │ │ ├── MultiScaleVORender.compute
│ │ │ │ ├── MultiScaleVORender.compute.meta
│ │ │ │ ├── MultiScaleVOUpsample.compute
│ │ │ │ ├── MultiScaleVOUpsample.compute.meta
│ │ │ │ ├── ScalableAO.hlsl
│ │ │ │ ├── ScalableAO.hlsl.meta
│ │ │ │ ├── ScalableAO.shader
│ │ │ │ ├── ScalableAO.shader.meta
│ │ │ │ ├── ScreenSpaceReflections.hlsl
│ │ │ │ ├── ScreenSpaceReflections.hlsl.meta
│ │ │ │ ├── ScreenSpaceReflections.shader
│ │ │ │ ├── ScreenSpaceReflections.shader.meta
│ │ │ │ ├── SubpixelMorphologicalAntialiasing.hlsl
│ │ │ │ ├── SubpixelMorphologicalAntialiasing.hlsl.meta
│ │ │ │ ├── SubpixelMorphologicalAntialiasing.shader
│ │ │ │ ├── SubpixelMorphologicalAntialiasing.shader.meta
│ │ │ │ ├── SubpixelMorphologicalAntialiasingBridge.hlsl
│ │ │ │ ├── SubpixelMorphologicalAntialiasingBridge.hlsl.meta
│ │ │ │ ├── TemporalAntialiasing.shader
│ │ │ │ ├── TemporalAntialiasing.shader.meta
│ │ │ │ ├── Texture2DLerp.shader
│ │ │ │ ├── Texture2DLerp.shader.meta
│ │ │ │ ├── Texture3DLerp.compute
│ │ │ │ ├── Texture3DLerp.compute.meta
│ │ │ │ ├── Uber.shader
│ │ │ │ └── Uber.shader.meta
│ │ │ ├── Colors.hlsl
│ │ │ ├── Colors.hlsl.meta
│ │ │ ├── Debug.meta
│ │ │ ├── Debug
│ │ │ │ ├── Histogram.compute
│ │ │ │ ├── Histogram.compute.meta
│ │ │ │ ├── Histogram.shader
│ │ │ │ ├── Histogram.shader.meta
│ │ │ │ ├── LightMeter.shader
│ │ │ │ ├── LightMeter.shader.meta
│ │ │ │ ├── Overlays.shader
│ │ │ │ ├── Overlays.shader.meta
│ │ │ │ ├── Vectorscope.compute
│ │ │ │ ├── Vectorscope.compute.meta
│ │ │ │ ├── Vectorscope.shader
│ │ │ │ ├── Vectorscope.shader.meta
│ │ │ │ ├── Waveform.compute
│ │ │ │ ├── Waveform.compute.meta
│ │ │ │ ├── Waveform.shader
│ │ │ │ └── Waveform.shader.meta
│ │ │ ├── Editor.meta
│ │ │ ├── Editor
│ │ │ │ ├── ConvertToLog.shader
│ │ │ │ ├── ConvertToLog.shader.meta
│ │ │ │ ├── CurveGrid.shader
│ │ │ │ ├── CurveGrid.shader.meta
│ │ │ │ ├── Trackball.shader
│ │ │ │ └── Trackball.shader.meta
│ │ │ ├── Sampling.hlsl
│ │ │ ├── Sampling.hlsl.meta
│ │ │ ├── StdLib.hlsl
│ │ │ ├── StdLib.hlsl.meta
│ │ │ ├── xRLib.hlsl
│ │ │ └── xRLib.hlsl.meta
│ │ ├── Textures.meta
│ │ └── Textures
│ │ │ ├── Blue Noise 256px.meta
│ │ │ ├── Blue Noise 256px
│ │ │ ├── LDR_LLL1_0.png
│ │ │ ├── LDR_LLL1_0.png.meta
│ │ │ ├── LDR_LLL1_1.png
│ │ │ ├── LDR_LLL1_1.png.meta
│ │ │ ├── LDR_LLL1_2.png
│ │ │ ├── LDR_LLL1_2.png.meta
│ │ │ ├── LDR_LLL1_3.png
│ │ │ ├── LDR_LLL1_3.png.meta
│ │ │ ├── LDR_LLL1_4.png
│ │ │ ├── LDR_LLL1_4.png.meta
│ │ │ ├── LDR_LLL1_5.png
│ │ │ ├── LDR_LLL1_5.png.meta
│ │ │ ├── LDR_LLL1_6.png
│ │ │ ├── LDR_LLL1_6.png.meta
│ │ │ ├── LDR_LLL1_7.png
│ │ │ └── LDR_LLL1_7.png.meta
│ │ │ ├── Blue Noise 64px.meta
│ │ │ ├── Blue Noise 64px
│ │ │ ├── LDR_LLL1_0.png
│ │ │ ├── LDR_LLL1_0.png.meta
│ │ │ ├── LDR_LLL1_1.png
│ │ │ ├── LDR_LLL1_1.png.meta
│ │ │ ├── LDR_LLL1_10.png
│ │ │ ├── LDR_LLL1_10.png.meta
│ │ │ ├── LDR_LLL1_11.png
│ │ │ ├── LDR_LLL1_11.png.meta
│ │ │ ├── LDR_LLL1_12.png
│ │ │ ├── LDR_LLL1_12.png.meta
│ │ │ ├── LDR_LLL1_13.png
│ │ │ ├── LDR_LLL1_13.png.meta
│ │ │ ├── LDR_LLL1_14.png
│ │ │ ├── LDR_LLL1_14.png.meta
│ │ │ ├── LDR_LLL1_15.png
│ │ │ ├── LDR_LLL1_15.png.meta
│ │ │ ├── LDR_LLL1_16.png
│ │ │ ├── LDR_LLL1_16.png.meta
│ │ │ ├── LDR_LLL1_17.png
│ │ │ ├── LDR_LLL1_17.png.meta
│ │ │ ├── LDR_LLL1_18.png
│ │ │ ├── LDR_LLL1_18.png.meta
│ │ │ ├── LDR_LLL1_19.png
│ │ │ ├── LDR_LLL1_19.png.meta
│ │ │ ├── LDR_LLL1_2.png
│ │ │ ├── LDR_LLL1_2.png.meta
│ │ │ ├── LDR_LLL1_20.png
│ │ │ ├── LDR_LLL1_20.png.meta
│ │ │ ├── LDR_LLL1_21.png
│ │ │ ├── LDR_LLL1_21.png.meta
│ │ │ ├── LDR_LLL1_22.png
│ │ │ ├── LDR_LLL1_22.png.meta
│ │ │ ├── LDR_LLL1_23.png
│ │ │ ├── LDR_LLL1_23.png.meta
│ │ │ ├── LDR_LLL1_24.png
│ │ │ ├── LDR_LLL1_24.png.meta
│ │ │ ├── LDR_LLL1_25.png
│ │ │ ├── LDR_LLL1_25.png.meta
│ │ │ ├── LDR_LLL1_26.png
│ │ │ ├── LDR_LLL1_26.png.meta
│ │ │ ├── LDR_LLL1_27.png
│ │ │ ├── LDR_LLL1_27.png.meta
│ │ │ ├── LDR_LLL1_28.png
│ │ │ ├── LDR_LLL1_28.png.meta
│ │ │ ├── LDR_LLL1_29.png
│ │ │ ├── LDR_LLL1_29.png.meta
│ │ │ ├── LDR_LLL1_3.png
│ │ │ ├── LDR_LLL1_3.png.meta
│ │ │ ├── LDR_LLL1_30.png
│ │ │ ├── LDR_LLL1_30.png.meta
│ │ │ ├── LDR_LLL1_31.png
│ │ │ ├── LDR_LLL1_31.png.meta
│ │ │ ├── LDR_LLL1_32.png
│ │ │ ├── LDR_LLL1_32.png.meta
│ │ │ ├── LDR_LLL1_33.png
│ │ │ ├── LDR_LLL1_33.png.meta
│ │ │ ├── LDR_LLL1_34.png
│ │ │ ├── LDR_LLL1_34.png.meta
│ │ │ ├── LDR_LLL1_35.png
│ │ │ ├── LDR_LLL1_35.png.meta
│ │ │ ├── LDR_LLL1_36.png
│ │ │ ├── LDR_LLL1_36.png.meta
│ │ │ ├── LDR_LLL1_37.png
│ │ │ ├── LDR_LLL1_37.png.meta
│ │ │ ├── LDR_LLL1_38.png
│ │ │ ├── LDR_LLL1_38.png.meta
│ │ │ ├── LDR_LLL1_39.png
│ │ │ ├── LDR_LLL1_39.png.meta
│ │ │ ├── LDR_LLL1_4.png
│ │ │ ├── LDR_LLL1_4.png.meta
│ │ │ ├── LDR_LLL1_40.png
│ │ │ ├── LDR_LLL1_40.png.meta
│ │ │ ├── LDR_LLL1_41.png
│ │ │ ├── LDR_LLL1_41.png.meta
│ │ │ ├── LDR_LLL1_42.png
│ │ │ ├── LDR_LLL1_42.png.meta
│ │ │ ├── LDR_LLL1_43.png
│ │ │ ├── LDR_LLL1_43.png.meta
│ │ │ ├── LDR_LLL1_44.png
│ │ │ ├── LDR_LLL1_44.png.meta
│ │ │ ├── LDR_LLL1_45.png
│ │ │ ├── LDR_LLL1_45.png.meta
│ │ │ ├── LDR_LLL1_46.png
│ │ │ ├── LDR_LLL1_46.png.meta
│ │ │ ├── LDR_LLL1_47.png
│ │ │ ├── LDR_LLL1_47.png.meta
│ │ │ ├── LDR_LLL1_48.png
│ │ │ ├── LDR_LLL1_48.png.meta
│ │ │ ├── LDR_LLL1_49.png
│ │ │ ├── LDR_LLL1_49.png.meta
│ │ │ ├── LDR_LLL1_5.png
│ │ │ ├── LDR_LLL1_5.png.meta
│ │ │ ├── LDR_LLL1_50.png
│ │ │ ├── LDR_LLL1_50.png.meta
│ │ │ ├── LDR_LLL1_51.png
│ │ │ ├── LDR_LLL1_51.png.meta
│ │ │ ├── LDR_LLL1_52.png
│ │ │ ├── LDR_LLL1_52.png.meta
│ │ │ ├── LDR_LLL1_53.png
│ │ │ ├── LDR_LLL1_53.png.meta
│ │ │ ├── LDR_LLL1_54.png
│ │ │ ├── LDR_LLL1_54.png.meta
│ │ │ ├── LDR_LLL1_55.png
│ │ │ ├── LDR_LLL1_55.png.meta
│ │ │ ├── LDR_LLL1_56.png
│ │ │ ├── LDR_LLL1_56.png.meta
│ │ │ ├── LDR_LLL1_57.png
│ │ │ ├── LDR_LLL1_57.png.meta
│ │ │ ├── LDR_LLL1_58.png
│ │ │ ├── LDR_LLL1_58.png.meta
│ │ │ ├── LDR_LLL1_59.png
│ │ │ ├── LDR_LLL1_59.png.meta
│ │ │ ├── LDR_LLL1_6.png
│ │ │ ├── LDR_LLL1_6.png.meta
│ │ │ ├── LDR_LLL1_60.png
│ │ │ ├── LDR_LLL1_60.png.meta
│ │ │ ├── LDR_LLL1_61.png
│ │ │ ├── LDR_LLL1_61.png.meta
│ │ │ ├── LDR_LLL1_62.png
│ │ │ ├── LDR_LLL1_62.png.meta
│ │ │ ├── LDR_LLL1_63.png
│ │ │ ├── LDR_LLL1_63.png.meta
│ │ │ ├── LDR_LLL1_7.png
│ │ │ ├── LDR_LLL1_7.png.meta
│ │ │ ├── LDR_LLL1_8.png
│ │ │ ├── LDR_LLL1_8.png.meta
│ │ │ ├── LDR_LLL1_9.png
│ │ │ └── LDR_LLL1_9.png.meta
│ │ │ ├── Cubes.meta
│ │ │ ├── Cubes
│ │ │ ├── .gitignore
│ │ │ ├── Linear to Unity Log r1.cube
│ │ │ ├── Linear to Unity Log r1.cube.meta
│ │ │ ├── Linear to sRGB r1.cube
│ │ │ ├── Linear to sRGB r1.cube.meta
│ │ │ ├── Unity Log to Linear r1.cube
│ │ │ ├── Unity Log to Linear r1.cube.meta
│ │ │ ├── Unity Log to sRGB r1.cube
│ │ │ ├── Unity Log to sRGB r1.cube.meta
│ │ │ ├── sRGB to Linear r1.cube
│ │ │ ├── sRGB to Linear r1.cube.meta
│ │ │ ├── sRGB to Unity Log r1.cube
│ │ │ └── sRGB to Unity Log r1.cube.meta
│ │ │ ├── LUTs.meta
│ │ │ ├── LUTs
│ │ │ ├── NeutralLdrLut.png
│ │ │ └── NeutralLdrLut.png.meta
│ │ │ ├── Lens Dirt.meta
│ │ │ ├── Lens Dirt
│ │ │ ├── LensDirt00.png
│ │ │ ├── LensDirt00.png.meta
│ │ │ ├── LensDirt01.png
│ │ │ ├── LensDirt01.png.meta
│ │ │ ├── LensDirt02.png
│ │ │ ├── LensDirt02.png.meta
│ │ │ ├── LensDirt03.png
│ │ │ └── LensDirt03.png.meta
│ │ │ ├── SMAA.meta
│ │ │ ├── SMAA
│ │ │ ├── AreaTex.tga
│ │ │ ├── AreaTex.tga.meta
│ │ │ ├── SearchTex.tga
│ │ │ └── SearchTex.tga.meta
│ │ │ ├── Spectral LUTs.meta
│ │ │ └── Spectral LUTs
│ │ │ ├── SpectralLut_BlueRed.tga
│ │ │ ├── SpectralLut_BlueRed.tga.meta
│ │ │ ├── SpectralLut_GreenPurple.tga
│ │ │ ├── SpectralLut_GreenPurple.tga.meta
│ │ │ ├── SpectralLut_PurpleGreen.tga
│ │ │ ├── SpectralLut_PurpleGreen.tga.meta
│ │ │ ├── SpectralLut_RedBlue.tga
│ │ │ └── SpectralLut_RedBlue.tga.meta
│ ├── README.md
│ ├── README.md.meta
│ ├── issue_template.md
│ ├── issue_template.md.meta
│ ├── package.json
│ └── package.json.meta
├── Save.unity
├── Save.unity.meta
├── Scenes.meta
└── VRCSDK.meta
├── LICENSE.md
├── Packages
└── manifest.json
├── Picture
├── Pict0.png
└── Pict1.png
├── ProjectSettings
├── AudioManager.asset
├── ClusterInputManager.asset
├── DynamicsManager.asset
├── EditorBuildSettings.asset
├── EditorSettings.asset
├── GraphicsSettings.asset
├── InputManager.asset
├── NavMeshAreas.asset
├── NetworkManager.asset
├── Physics2DSettings.asset
├── PresetManager.asset
├── ProjectSettings.asset
├── ProjectVersion.txt
├── QualitySettings.asset
├── TagManager.asset
├── TimeManager.asset
├── UnityConnectSettings.asset
├── VFXManager.asset
└── XRSettings.asset
├── UnityPackageManager
└── manifest.json
└── readme.md
/.gitignore:
--------------------------------------------------------------------------------
1 | # This .gitignore file should be placed at the root of your Unity project directory
2 | #
3 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
4 | #
5 | /[Ll]ibrary/
6 | /[Tt]emp/
7 | /[Oo]bj/
8 | /[Bb]uild/
9 | /[Bb]uilds/
10 | /[Ll]ogs/
11 | /[Mm]emoryCaptures/
12 |
13 |
14 | # ignore VRChatSDK
15 | /[Aa]ssets/VRCSDK
16 | /[Aa]ssets/Scenes
17 | # /[Aa]ssets/PostProcessing-2
18 |
19 | # Never ignore Asset meta data
20 | !/[Aa]ssets/**/*.meta
21 |
22 | # Uncomment this line if you wish to ignore the asset store tools plugin
23 | # /[Aa]ssets/AssetStoreTools*
24 |
25 | # TextMesh Pro files
26 | [Aa]ssets/TextMesh*Pro/
27 |
28 | # Autogenerated Jetbrains Rider plugin
29 | [Aa]ssets/Plugins/Editor/JetBrains*
30 |
31 | # Visual Studio cache directory
32 | .vs/
33 |
34 | # Gradle cache directory
35 | .gradle/
36 |
37 | # Autogenerated VS/MD/Consulo solution and project files
38 | ExportedObj/
39 | .consulo/
40 | *.csproj
41 | *.unityproj
42 | *.sln
43 | *.suo
44 | *.tmp
45 | *.user
46 | *.userprefs
47 | *.pidb
48 | *.booproj
49 | *.svd
50 | *.pdb
51 | *.mdb
52 | *.opendb
53 | *.VC.db
54 |
55 | # Unity3D generated meta files
56 | *.pidb.meta
57 | *.pdb.meta
58 | *.mdb.meta
59 |
60 | # Unity3D generated file on crash reports
61 | sysinfo.txt
62 |
63 | # Builds
64 | *.apk
65 | *.unitypackage
66 |
67 | # Crashlytics generated file
68 | crashlytics-build.properties
69 |
70 |
--------------------------------------------------------------------------------
/.vscode/settings.json:
--------------------------------------------------------------------------------
1 | {
2 | "files.exclude":
3 | {
4 | "**/.DS_Store":true,
5 | "**/.git":true,
6 | "**/.gitignore":true,
7 | "**/.gitmodules":true,
8 | "**/*.booproj":true,
9 | "**/*.pidb":true,
10 | "**/*.suo":true,
11 | "**/*.user":true,
12 | "**/*.userprefs":true,
13 | "**/*.unityproj":true,
14 | "**/*.dll":true,
15 | "**/*.exe":true,
16 | "**/*.pdf":true,
17 | "**/*.mid":true,
18 | "**/*.midi":true,
19 | "**/*.wav":true,
20 | "**/*.gif":true,
21 | "**/*.ico":true,
22 | "**/*.jpg":true,
23 | "**/*.jpeg":true,
24 | "**/*.png":true,
25 | "**/*.psd":true,
26 | "**/*.tga":true,
27 | "**/*.tif":true,
28 | "**/*.tiff":true,
29 | "**/*.3ds":true,
30 | "**/*.3DS":true,
31 | "**/*.fbx":true,
32 | "**/*.FBX":true,
33 | "**/*.lxo":true,
34 | "**/*.LXO":true,
35 | "**/*.ma":true,
36 | "**/*.MA":true,
37 | "**/*.obj":true,
38 | "**/*.OBJ":true,
39 | "**/*.asset":true,
40 | "**/*.cubemap":true,
41 | "**/*.flare":true,
42 | "**/*.mat":true,
43 | "**/*.meta":true,
44 | "**/*.prefab":true,
45 | "**/*.unity":true,
46 | "build/":true,
47 | "Build/":true,
48 | "Library/":true,
49 | "library/":true,
50 | "obj/":true,
51 | "Obj/":true,
52 | "ProjectSettings/":true,
53 | "temp/":true,
54 | "Temp/":true
55 | }
56 | }
--------------------------------------------------------------------------------
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/Assets/DanceVFX/Assets/DepthBuffer.shader:
--------------------------------------------------------------------------------
1 | Shader "HOTATE/DanceVFX/DepthBuffer"
2 | {
3 | Properties
4 | {
5 | _DepthTex ("Depth Texture", 2D) = "white" {}
6 | [IntRange] _Buffer ("Buffer", Range(1,60)) = 10
7 | }
8 |
9 | SubShader
10 | {
11 | Cull Off ZWrite Off ZTest Always
12 | Pass
13 | {
14 | Name "Update"
15 | CGPROGRAM
16 | #include "UnityCustomRenderTexture.cginc"
17 | #pragma vertex CustomRenderTextureVertexShader
18 | #pragma fragment frag
19 |
20 | sampler2D _DepthTex;
21 | int _Buffer;
22 |
23 | float4 frag(v2f_customrendertexture i) : SV_Target
24 | {
25 | float2 uv = i.globalTexcoord;
26 |
27 | float uvx = uv.x*_Buffer;
28 | uv.x = frac(uvx);
29 | uvx = floor(uvx);
30 |
31 | float4 depth = tex2Dlod( _DepthTex, float4(uv,0,0));
32 | uv.x = i.globalTexcoord.x - uvx/_Buffer;
33 | float4 buffer = tex2Dlod( _SelfTexture2D, float4(uv,0,0));
34 |
35 | return uvx == 0 ? depth : buffer;
36 | }
37 | ENDCG
38 | }
39 | }
40 | }
41 |
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1 | # Unity stuff
2 | /[Ll]ibrary/
3 | /[Tt]emp/
4 | /[Oo]bj/
5 | /artifacts/
6 | /[Bb]uild/
7 | /[Bb]uilds/
8 | /Assets/AssetStoreTools*
9 |
10 | # Autogenerated VS/MD solution and project files
11 | [Ee]xported[Oo]bj/
12 | *.csproj
13 | *.unityproj
14 | *.sln*
15 | *.suo
16 | *.tmp
17 | *.user
18 | *.userprefs
19 | *.pidb
20 | *.booproj
21 | *.svd
22 |
23 | # Unity3D generated meta files
24 | *.pidb.meta
25 |
26 | # Unity3D Generated File On Crash Reports
27 | sysinfo.txt
28 |
29 | # OS generated
30 | .DS_Store*
31 | ._*
32 | .Spotlight-V100
33 | .Trashes
34 | Icon?
35 | ehthumbs.db
36 | [Tt]humbs.db
37 | .npmrc
38 |
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/Assets/PostProcessing-2/.npmignore:
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1 | artifacts/**
2 | build/**
3 | Documentation/ApiDocs/**
4 | .DS_Store
5 | .npmrc
6 | .npmignore
7 | .gitignore
8 | issue_template.md
9 | issue_template.md.meta
10 | QAReport.md
11 | QAReport.md.meta
12 | /POSTFXMARKER*
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/Assets/PostProcessing-2/CONTRIBUTIONS.md:
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1 | # Contributions
2 |
3 | ## If you are interested in contributing, here are some ground rules:
4 | * Follow naming & style conventions in the project
5 | * Pull requests must be made against `v2` (not stable, which is the default)
6 |
7 | ## All contributions are subject to the [Unity Contribution Agreement(UCA)](https://unity3d.com/legal/licenses/Unity_Contribution_Agreement)
8 | By making a pull request, you are confirming agreement to the terms and conditions of the UCA, including that your Contributions are your original creation and that you have complete right and authority to make your Contributions.
9 |
10 | ## Once you have a change ready following these ground rules. Simply make a pull request in Github
11 |
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/Assets/PostProcessing-2/Documentation~/Debugging.md:
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1 | > **TODO**
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/Assets/PostProcessing-2/Documentation~/Deferred-Fog.md:
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1 | # Deferred Fog
2 |
3 | The **Fog** effect overlays a color onto objects depending on how far away they are from the Camera.
4 |
5 | The **Fog** effect creates a screen-space fog based on the camera’s [depth texture](https://docs.unity3d.com/Manual/SL-DepthTextures.html). It supports Linear, Exponential and Exponential Squared fog types. Fog settings are on the **Scene** tab of the **Lighting** window (menu: **Window > Rendering > Lighting Settings**).
6 |
7 |
8 | 
9 |
10 |
11 | ### Properties
12 |
13 | | Property | Function |
14 | | :-------------- | :--------------------------------- |
15 | | Enabled | Enable this checkbox to turn the **Deferred Fog** effect on.|
16 | | Exclude Skybox | Enable this checkbox to exclude fog from the [skybox](https://docs.unity3d.com/Manual/class-Skybox.html) |
17 |
18 | ### Details
19 |
20 | The **Fog** effect only appears in your **Post-process Layer** if the camera is set to render with the **Deferred rendering path**. It is enabled by default and adds the support of **Fog** from the **Lighting** panel (which would otherwise only work with the **Forward rendering path**).
21 |
22 | ### Requirements
23 |
24 | - Depth texture
25 | - Shader Model 3
26 |
27 | See the [Graphics Hardware Capabilities and Emulation](https://docs.unity3d.com/Manual/GraphicsEmulation.html) page for further details and a list of compliant hardware.
28 |
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/Assets/PostProcessing-2/Documentation~/Grain.md:
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1 | # Grain
2 |
3 | The **Grain** effect emulates the effect that real-world cameras produce where small particles in the camera’s film give the image a coarse, unprocessed effect. The **Grain** effect available in Unity is based on a coherent gradient noise.
4 |
5 |
6 | 
7 |
8 |
9 | ### Properties
10 |
11 | | Property | Function |
12 | | :---------------------- | :------------------------------------------------------------ |
13 | | Colored | Enable the checkbox to use colored grain. |
14 | | Intensity | Set the value of the **Grain** strength. Higher values show more visible grain. |
15 | | Size | Set the value of the **Grain** particle size. |
16 | | Luminance Contribution | Set the value to control the noisiness response curve. This value is based on scene luminance. Lower values mean less noise in dark areas. |
17 |
18 | ### Performance
19 |
20 | Disabling `Colored` will make the Grain effect run faster.
21 |
22 | ### Requirements
23 |
24 | - Shader Model 3
25 |
26 | See the [Graphics Hardware Capabilities and Emulation](https://docs.unity3d.com/Manual/GraphicsEmulation.html) page for further details and a list of compliant hardware.
27 |
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/Assets/PostProcessing-2/Documentation~/Lens-Distortion.md:
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1 | # Lens Distortion
2 |
3 | The **Lens Distortion** effect simulates the shape of a real-world camera lens by distorting or undistorting the final rendered picture.
4 |
5 | 
6 |
7 |
8 | ### Properties
9 |
10 | | Property | Function |
11 | | :------------ | :------------------------------------------------------------ |
12 | | Intensity | Set the value for the total distortion amount. |
13 | | X Multiplier | Set the Intensity multiplier on X axis. Set it to 0 to disable distortion on this axis. |
14 | | Y Multiplier | Set the Intensity multiplier on Y axis. Set it to 0 to disable distortion on this axis. |
15 | | Center X | Set the Distortion center point (X axis). |
16 | | Center Y | Set the Distortion center point (Y axis). |
17 | | Scale | Set the value for global screen scaling. |
18 |
19 | ### Known issues and limitations
20 |
21 | - Lens distortion doesn't support AR/VR.
22 |
23 | ### Requirements
24 |
25 | - Shader Model 3
26 |
27 | See the [Graphics Hardware Capabilities and Emulation](https://docs.unity3d.com/Manual/GraphicsEmulation.html) page for further details and a list of compliant hardware.
28 |
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/Assets/PostProcessing-2/Documentation~/Motion-Blur.md:
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1 | # Motion Blur
2 |
3 | The **Motion Blur** effect blurs an image when GameObjects are moving faster than the camera’s exposure time. For more information on the Motion Blur effect, see the [Motion Blur](https://docs.unity3d.com/Manual/PostProcessing-MotionBlur.html) documentation in the Unity manual.
4 |
5 |
6 | 
7 |
8 |
9 | ### Properties
10 |
11 | | Property | Function |
12 | | :------------- | :------------------------------------------------------------ |
13 | | Shutter Angle | Set the angle of the rotary shutter. Larger values give longer exposure and a stronger blur effect. |
14 | | Sample Count | Set the value for the amount of sample points. This affects quality and performance. |
15 |
16 | ### Performance
17 |
18 | Using a lower `Sample Count` will improve performance.
19 |
20 | ### Known issues and limitations
21 |
22 | - Motion blur doesn't support AR/VR.
23 |
24 | ### Requirements
25 |
26 | - Motion vectors
27 | - Depth texture
28 | - Shader Model 3
29 |
30 | See the [Graphics Hardware Capabilities and Emulation](https://docs.unity3d.com/Manual/GraphicsEmulation.html) page for further details and a list of compliant hardware.
31 |
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/Assets/PostProcessing-2/Documentation~/TableOfContents.md:
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1 | * [Home](index)
2 | * [Installation](Installation)
3 | * [Quick-start](Quick-Start)
4 | * Effects
5 | * [Ambient Occlusion](Ambient-Occlusion)
6 | * [Anti-aliasing](Anti-aliasing)
7 | * [Auto Exposure](Auto-Exposure)
8 | * [Bloom](Bloom)
9 | * [Chromatic Aberration](Chromatic-Aberration)
10 | * [Color Grading](Color-Grading)
11 | * [Deferred Fog](Deferred-Fog)
12 | * [Depth of Field](Depth-of-Field)
13 | * [Grain](Grain)
14 | * [Lens Distortion](Lens-Distortion)
15 | * [Motion Blur](Motion-Blur)
16 | * [Screen Space Reflections](Screen-Space-Reflections)
17 | * [Vignette](Vignette)
18 | * Scripting
19 | * [Manipulating the Stack](Manipulating-the-Stack)
20 | * [Writing Custom Effects](Writing-Custom-Effects)
21 | * [Troubleshooting](Troubleshooting)
22 |
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/Assets/PostProcessing-2/Documentation~/Troubleshooting.md:
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1 | # Troubleshooting
2 |
3 | ## Known issues
4 |
5 | - Post-processing doesn't work on MacOS X 10.11.6 when running Metal in the editor due to a driver bug on this specific version of the OS.
6 |
7 | For specific effect limitations / known issues please check the effect page.
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/Assets/PostProcessing-2/Documentation~/index.md:
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1 | ## Home
2 |
3 | **Post-processing** is the process of applying full-screen filters and effects to a camera’s image buffer before it is displayed to screen. It can drastically improve the visuals of your product with little setup time.
4 |
5 | You can use post-processing effects to simulate physical camera and film properties.
6 |
7 | The images below demonstrate a scene with and without post-processing.
8 |
9 | 
10 | Without post-processing
11 |
12 | 
13 | With post-processing
14 |
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/Assets/PostProcessing-2/LICENSE.md:
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1 | Post-processing copyright © 2020 Unity Technologies ApS
2 |
3 | Licensed under the Unity Companion License for Unity-dependent projects--see [Unity Companion License](http://www.unity3d.com/legal/licenses/Unity_Companion_License).
4 |
5 | Unless expressly provided otherwise, the Software under this license is made available strictly on an “AS IS” BASIS WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED. Please review the license for details on these and other terms and conditions.
6 |
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1 | using System;
2 |
3 | namespace UnityEditor.Rendering.PostProcessing
4 | {
5 | ///
6 | /// Tells a class which inspector attribute it's a decorator
7 | /// for.
8 | ///
9 | ///
10 | [AttributeUsage(AttributeTargets.Class, AllowMultiple = false)]
11 | public sealed class DecoratorAttribute : Attribute
12 | {
13 | ///
14 | /// The attribute type that this decorator can inspect.
15 | ///
16 | public readonly Type attributeType;
17 |
18 | ///
19 | /// Creates a new attribute.
20 | ///
21 | /// The type that this decorator can inspect
22 | public DecoratorAttribute(Type attributeType)
23 | {
24 | this.attributeType = attributeType;
25 | }
26 | }
27 | }
28 |
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/Assets/PostProcessing-2/PostProcessing/Editor/Attributes/PostProcessEditorAttribute.cs:
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1 | using System;
2 |
3 | namespace UnityEditor.Rendering.PostProcessing
4 | {
5 | ///
6 | /// Tells a class which run-time type it's an editor
7 | /// for. When you make a custom editor for an effect, you need put this attribute on the editor
8 | /// class.
9 | ///
10 | ///
11 | [AttributeUsage(AttributeTargets.Class, AllowMultiple = false)]
12 | public sealed class PostProcessEditorAttribute : Attribute
13 | {
14 | ///
15 | /// The type that this editor can edit.
16 | ///
17 | public readonly Type settingsType;
18 |
19 | ///
20 | /// Creates a new attribute.
21 | ///
22 | /// The type that this editor can edit
23 | public PostProcessEditorAttribute(Type settingsType)
24 | {
25 | this.settingsType = settingsType;
26 | }
27 | }
28 | }
29 |
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1 | using UnityEngine.Rendering.PostProcessing;
2 |
3 | namespace UnityEditor.Rendering.PostProcessing
4 | {
5 | [PostProcessEditor(typeof(ChromaticAberration))]
6 | internal sealed class ChromaticAberrationEditor : PostProcessEffectEditor
7 | {
8 | SerializedParameterOverride m_SpectralLut;
9 | SerializedParameterOverride m_Intensity;
10 | SerializedParameterOverride m_FastMode;
11 |
12 | public override void OnEnable()
13 | {
14 | m_SpectralLut = FindParameterOverride(x => x.spectralLut);
15 | m_Intensity = FindParameterOverride(x => x.intensity);
16 | m_FastMode = FindParameterOverride(x => x.fastMode);
17 | }
18 |
19 | public override void OnInspectorGUI()
20 | {
21 | base.OnInspectorGUI();
22 |
23 | PropertyField(m_SpectralLut);
24 | PropertyField(m_Intensity);
25 | PropertyField(m_FastMode);
26 |
27 | if (m_FastMode.overrideState.boolValue && !m_FastMode.value.boolValue && EditorUtilities.isTargetingConsolesOrMobiles)
28 | EditorGUILayout.HelpBox("For performance reasons it is recommended to use Fast Mode on mobile and console platforms.", MessageType.Warning);
29 | }
30 | }
31 | }
32 |
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/Assets/PostProcessing-2/PostProcessing/Editor/Effects/DepthOfFieldEditor.cs:
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1 | using UnityEngine;
2 | using UnityEngine.Rendering.PostProcessing;
3 |
4 | namespace UnityEditor.Rendering.PostProcessing
5 | {
6 | [PostProcessEditor(typeof(DepthOfField))]
7 | internal sealed class DepthOfFieldEditor : PostProcessEffectEditor
8 | {
9 | SerializedParameterOverride m_FocusDistance;
10 | SerializedParameterOverride m_Aperture;
11 | SerializedParameterOverride m_FocalLength;
12 | SerializedParameterOverride m_KernelSize;
13 |
14 | public override void OnEnable()
15 | {
16 | m_FocusDistance = FindParameterOverride(x => x.focusDistance);
17 | m_Aperture = FindParameterOverride(x => x.aperture);
18 | m_FocalLength = FindParameterOverride(x => x.focalLength);
19 | m_KernelSize = FindParameterOverride(x => x.kernelSize);
20 | }
21 |
22 | public override void OnInspectorGUI()
23 | {
24 | if (SystemInfo.graphicsShaderLevel < 35)
25 | EditorGUILayout.HelpBox("Depth Of Field is only supported on the following platforms:\nDX11+, OpenGL 3.2+, OpenGL ES 3+, Metal, Vulkan, PS4/XB1 consoles.", MessageType.Warning);
26 |
27 | PropertyField(m_FocusDistance);
28 | PropertyField(m_Aperture);
29 | PropertyField(m_FocalLength);
30 | PropertyField(m_KernelSize);
31 | }
32 | }
33 | }
34 |
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/Assets/PostProcessing-2/PostProcessing/Editor/Effects/LensDistortionEditor.cs:
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1 | using UnityEngine.Rendering.PostProcessing;
2 |
3 | namespace UnityEditor.Rendering.PostProcessing
4 | {
5 | [PostProcessEditor(typeof(LensDistortion))]
6 | internal sealed class LensDistortionEditor : DefaultPostProcessEffectEditor
7 | {
8 | public override void OnInspectorGUI()
9 | {
10 | if (RuntimeUtilities.isVREnabled)
11 | EditorGUILayout.HelpBox("Lens Distortion is automatically disabled when VR is enabled.", MessageType.Warning);
12 |
13 | base.OnInspectorGUI();
14 | }
15 | }
16 | }
17 |
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/Assets/PostProcessing-2/PostProcessing/Editor/PostProcessProfileEditor.cs:
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1 | using UnityEngine.Rendering.PostProcessing;
2 |
3 | namespace UnityEditor.Rendering.PostProcessing
4 | {
5 | [CustomEditor(typeof(PostProcessProfile))]
6 | sealed class PostProcessProfileEditor : Editor
7 | {
8 | EffectListEditor m_EffectList;
9 |
10 | void OnEnable()
11 | {
12 | m_EffectList = new EffectListEditor(this);
13 | m_EffectList.Init(target as PostProcessProfile, serializedObject);
14 | }
15 |
16 | void OnDisable()
17 | {
18 | if (m_EffectList != null)
19 | m_EffectList.Clear();
20 | }
21 |
22 | public override void OnInspectorGUI()
23 | {
24 | serializedObject.Update();
25 | m_EffectList.OnGUI();
26 | serializedObject.ApplyModifiedProperties();
27 | }
28 | }
29 | }
30 |
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/Assets/PostProcessing-2/PostProcessing/Editor/Tools/DefineSetter.cs:
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1 | using System;
2 | using System.Linq;
3 |
4 | namespace UnityEditor.Rendering.PostProcessing
5 | {
6 | [InitializeOnLoad]
7 | sealed class DefineSetter
8 | {
9 | const string k_Define = "UNITY_POST_PROCESSING_STACK_V2";
10 |
11 | static DefineSetter()
12 | {
13 | var targets = Enum.GetValues(typeof(BuildTargetGroup))
14 | .Cast()
15 | .Where(x => x != BuildTargetGroup.Unknown)
16 | .Where(x => !IsObsolete(x));
17 |
18 | foreach (var target in targets)
19 | {
20 | var defines = PlayerSettings.GetScriptingDefineSymbolsForGroup(target).Trim();
21 |
22 | var list = defines.Split(';', ' ')
23 | .Where(x => !string.IsNullOrEmpty(x))
24 | .ToList();
25 |
26 | if (list.Contains(k_Define))
27 | continue;
28 |
29 | list.Add(k_Define);
30 | defines = list.Aggregate((a, b) => a + ";" + b);
31 |
32 | PlayerSettings.SetScriptingDefineSymbolsForGroup(target, defines);
33 | }
34 | }
35 |
36 | static bool IsObsolete(BuildTargetGroup group)
37 | {
38 | var attrs = typeof(BuildTargetGroup)
39 | .GetField(group.ToString())
40 | .GetCustomAttributes(typeof(ObsoleteAttribute), false);
41 |
42 | return attrs != null && attrs.Length > 0;
43 | }
44 | }
45 | }
46 |
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/Assets/PostProcessing-2/PostProcessing/Editor/Tools/ResourceAssetFactory.cs:
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1 | using UnityEngine;
2 | using UnityEngine.Rendering.PostProcessing;
3 |
4 | namespace UnityEditor.Rendering.PostProcessing
5 | {
6 | static class ResourceAssetFactory
7 | {
8 | #if POSTFX_DEBUG_MENUS
9 | [MenuItem("Tools/Post-processing/Create Resources Asset")]
10 | #endif
11 | static void CreateAsset()
12 | {
13 | var asset = ScriptableObject.CreateInstance();
14 | AssetDatabase.CreateAsset(asset, "Assets/PostProcessResources.asset");
15 | AssetDatabase.SaveAssets();
16 | AssetDatabase.Refresh();
17 | }
18 | }
19 | }
20 |
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/Assets/PostProcessing-2/PostProcessing/Editor/Tools/VolumeFactory.cs:
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1 | using UnityEngine;
2 | using UnityEngine.Rendering.PostProcessing;
3 |
4 | namespace UnityEditor.Rendering.PostProcessing
5 | {
6 | internal static class VolumeFactory
7 | {
8 | [MenuItem("GameObject/3D Object/Post-process Volume")]
9 | static void CreateVolume()
10 | {
11 | var gameObject = new GameObject("Post-process Volume");
12 | var collider = gameObject.AddComponent();
13 | collider.size = Vector3.one;
14 | collider.isTrigger = true;
15 | gameObject.AddComponent();
16 |
17 | Selection.objects = new [] { gameObject };
18 | EditorApplication.ExecuteMenuItem("GameObject/Move To View");
19 | }
20 | }
21 | }
22 |
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1 | {
2 | "name": "Unity.Postprocessing.Editor",
3 | "references": [
4 | "Unity.Postprocessing.Runtime"
5 | ],
6 | "optionalUnityReferences": [],
7 | "includePlatforms": [
8 | "Editor"
9 | ],
10 | "excludePlatforms": [],
11 | "allowUnsafeCode": false,
12 | "overrideReferences": false,
13 | "precompiledReferences": [],
14 | "autoReferenced": true,
15 | "defineConstraints": []
16 | }
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/Assets/PostProcessing-2/PostProcessing/Editor/Utils/PostProcessShaderIncludePath.cs:
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1 | using System.Linq;
2 | using UnityEngine;
3 | using System.IO;
4 |
5 | namespace UnityEditor.Experimental.Rendering
6 | {
7 | static class PostProcessShaderIncludePath
8 | {
9 | #if UNITY_2018_1_OR_NEWER && !UNITY_2018_3_OR_NEWER
10 | [ShaderIncludePath]
11 | #endif
12 | public static string[] GetPaths()
13 | {
14 | var srpMarker = Directory.GetFiles(Application.dataPath, "POSTFXMARKER", SearchOption.AllDirectories).FirstOrDefault();
15 | var paths = new string[srpMarker == null ? 1 : 2];
16 | var index = 0;
17 | if (srpMarker != null)
18 | {
19 | paths[index] = Directory.GetParent(srpMarker).ToString();
20 | index++;
21 | }
22 | paths[index] = Path.GetFullPath("Packages/com.unity.postprocessing");
23 | return paths;
24 | }
25 | }
26 | }
27 |
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/Assets/PostProcessing-2/PostProcessing/Runtime/Attributes/DisplayNameAttribute.cs:
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1 | using System;
2 |
3 | namespace UnityEngine.Rendering.PostProcessing
4 | {
5 | ///
6 | /// Use this attribute to change the label of a field displayed in the inspector.
7 | ///
8 | [AttributeUsage(AttributeTargets.Field, AllowMultiple = false)]
9 | public sealed class DisplayNameAttribute : Attribute
10 | {
11 | ///
12 | /// The label displayed in the inspector.
13 | ///
14 | public readonly string displayName;
15 |
16 | ///
17 | /// Creates a new attribute.
18 | ///
19 | /// The label to display in the inspector
20 | public DisplayNameAttribute(string displayName)
21 | {
22 | this.displayName = displayName;
23 | }
24 | }
25 | }
26 |
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/Assets/PostProcessing-2/PostProcessing/Runtime/Attributes/MaxAttribute.cs:
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1 | using System;
2 |
3 | namespace UnityEngine.Rendering.PostProcessing
4 | {
5 | ///
6 | /// Use this attribute to clamp floating point values to a maximum value in the inspector.
7 | ///
8 | [AttributeUsage(AttributeTargets.Field, AllowMultiple = false)]
9 | public sealed class MaxAttribute : Attribute
10 | {
11 | ///
12 | /// The maximum value the field will be clamped to.
13 | ///
14 | public readonly float max;
15 |
16 | ///
17 | /// Creates a new attribute.
18 | ///
19 | /// The maximum value the field will be clamped to
20 | public MaxAttribute(float max)
21 | {
22 | this.max = max;
23 | }
24 | }
25 | }
26 |
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/Assets/PostProcessing-2/PostProcessing/Runtime/Attributes/MinAttribute.cs:
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1 | using System;
2 |
3 | namespace UnityEngine.Rendering.PostProcessing
4 | {
5 | ///
6 | /// Use this attribute to clamp floating point values to a minimum value in the inspector.
7 | ///
8 | [AttributeUsage(AttributeTargets.Field, AllowMultiple = false)]
9 | public sealed class MinAttribute : Attribute
10 | {
11 | ///
12 | /// The minimum value the field will be clamped to.
13 | ///
14 | public readonly float min;
15 |
16 | ///
17 | /// Creates a new attribute.
18 | ///
19 | /// The minimum value the field will be clamped to
20 | public MinAttribute(float min)
21 | {
22 | this.min = min;
23 | }
24 | }
25 | }
26 |
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/Assets/PostProcessing-2/PostProcessing/Runtime/Attributes/MinMaxAttribute.cs:
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1 | using System;
2 |
3 | namespace UnityEngine.Rendering.PostProcessing
4 | {
5 | ///
6 | /// Use this attribute to specify a range between a min and a max value.
7 | ///
8 | [AttributeUsage(AttributeTargets.Field, AllowMultiple = false)]
9 | public sealed class MinMaxAttribute : Attribute
10 | {
11 | ///
12 | /// The minimum limit of the user defined range.
13 | ///
14 | public readonly float min;
15 |
16 | ///
17 | /// The maximum limit of the user defined range.
18 | ///
19 | public readonly float max;
20 |
21 | ///
22 | /// Creates a new attribute.
23 | ///
24 | /// The minimum limit of the user defined range
25 | /// The maximum limit of the user defined range
26 | public MinMaxAttribute(float min, float max)
27 | {
28 | this.min = min;
29 | this.max = max;
30 | }
31 | }
32 | }
33 |
--------------------------------------------------------------------------------
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/Assets/PostProcessing-2/PostProcessing/Runtime/Effects/FastApproximateAntialiasing.cs:
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1 | using System;
2 | using UnityEngine.Serialization;
3 |
4 | namespace UnityEngine.Rendering.PostProcessing
5 | {
6 | ///
7 | /// This class holds settings for the Fast Approximate Anti-aliasing (FXAA) effect.
8 | ///
9 | [UnityEngine.Scripting.Preserve]
10 | [Serializable]
11 | public sealed class FastApproximateAntialiasing
12 | {
13 | ///
14 | /// If true, it will use a slightly lower quality but faster variant of FXAA. Highly
15 | /// recommended on mobile platforms.
16 | ///
17 | [FormerlySerializedAs("mobileOptimized")]
18 | [Tooltip("Boost performances by lowering the effect quality. This setting is meant to be used on mobile and other low-end platforms but can also provide a nice performance boost on desktops and consoles.")]
19 | public bool fastMode = false;
20 |
21 | ///
22 | /// Set this to true if you need to keep the alpha channel untouched. Else it will
23 | /// use this channel to store internal data used to speed up and improve visual quality.
24 | ///
25 | [Tooltip("Keep alpha channel. This will slightly lower the effect quality but allows rendering against a transparent background.")]
26 | public bool keepAlpha = false;
27 | }
28 | }
29 |
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1 | using System.Collections.Generic;
2 |
3 | namespace UnityEngine.Rendering.PostProcessing
4 | {
5 | ///
6 | /// Injection points for custom effects.
7 | ///
8 | public enum PostProcessEvent
9 | {
10 | ///
11 | /// Effects at this injection points will execute before transparent objects are rendered.
12 | ///
13 | BeforeTransparent = 0,
14 |
15 | ///
16 | /// Effects at this injection points will execute after temporal anti-aliasing and before
17 | /// builtin effects are rendered.
18 | ///
19 | BeforeStack = 1,
20 |
21 | ///
22 | /// Effects at this injection points will execute after builtin effects have been rendered
23 | /// and before the final pass that does FXAA and applies dithering.
24 | ///
25 | AfterStack = 2,
26 | }
27 |
28 | // Box free comparer for our `PostProcessEvent` enum, else the runtime will box the type when
29 | // used as a key in a dictionary, thus leading to garbage generation... *sigh*
30 | internal struct PostProcessEventComparer : IEqualityComparer
31 | {
32 | public bool Equals(PostProcessEvent x, PostProcessEvent y)
33 | {
34 | return x == y;
35 | }
36 |
37 | public int GetHashCode(PostProcessEvent obj)
38 | {
39 | return (int)obj;
40 | }
41 | }
42 | }
43 |
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3 | "references": [],
4 | "optionalUnityReferences": [],
5 | "includePlatforms": [],
6 | "excludePlatforms": [],
7 | "versionDefines": [
8 | {
9 | "name": "com.unity.render-pipelines.lightweight",
10 | "expression": "1.0.0",
11 | "define": "LWRP_1_0_0_OR_NEWER"
12 | },
13 | {
14 | "name": "com.unity.render-pipelines.universal",
15 | "expression": "1.0.0",
16 | "define": "UNIVERSAL_1_0_0_OR_NEWER"
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18 | ]
19 | }
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1 | namespace UnityEngine.Rendering.PostProcessing
2 | {
3 | ///
4 | /// Halton sequence utility.
5 | ///
6 | public static class HaltonSeq
7 | {
8 | ///
9 | /// Gets a value from the Halton sequence for a given index and radix.
10 | ///
11 | /// The sequence index
12 | /// The sequence base
13 | /// A number from the Halton sequence between 0 and 1.
14 | public static float Get(int index, int radix)
15 | {
16 | float result = 0f;
17 | float fraction = 1f / (float)radix;
18 |
19 | while (index > 0)
20 | {
21 | result += (float)(index % radix) * fraction;
22 |
23 | index /= radix;
24 | fraction /= (float)radix;
25 | }
26 |
27 | return result;
28 | }
29 | }
30 | }
31 |
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/Assets/PostProcessing-2/PostProcessing/Runtime/Utils/TargetPool.cs:
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1 | using System.Collections.Generic;
2 |
3 | namespace UnityEngine.Rendering.PostProcessing
4 | {
5 | class TargetPool
6 | {
7 | readonly List m_Pool;
8 | int m_Current;
9 |
10 | internal TargetPool()
11 | {
12 | m_Pool = new List();
13 | Get(); // Pre-warm with a default target to avoid black frame on first frame
14 | }
15 |
16 | internal int Get()
17 | {
18 | int ret = Get(m_Current);
19 | m_Current++;
20 | return ret;
21 | }
22 |
23 | int Get(int i)
24 | {
25 | int ret;
26 |
27 | if (m_Pool.Count > i)
28 | {
29 | ret = m_Pool[i];
30 | }
31 | else
32 | {
33 | // Avoid discontinuities
34 | while (m_Pool.Count <= i)
35 | m_Pool.Add(Shader.PropertyToID("_TargetPool" + i));
36 |
37 | ret = m_Pool[i];
38 | }
39 |
40 | return ret;
41 | }
42 |
43 | internal void Reset()
44 | {
45 | m_Current = 0;
46 | }
47 | }
48 | }
49 |
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/Assets/PostProcessing-2/PostProcessing/Runtime/Utils/XRSettings.cs:
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1 | // Small shim for VRSettings/XRSettings on XboxOne, Switch and PS Vita
2 | #if ((UNITY_XBOXONE || UNITY_SWITCH || UNITY_PSP2) && !UNITY_2018_3_OR_NEWER) && !UNITY_EDITOR
3 | using System;
4 |
5 | namespace UnityEngine.XR
6 | {
7 | public static class XRSettings
8 | {
9 | public static bool enabled { get; set; }
10 | public static bool isDeviceActive { get; private set; }
11 | public static bool showDeviceView { get; set; }
12 | [Obsolete("renderScale is deprecated, use XRSettings.eyeTextureResolutionScale instead (UnityUpgradable) -> eyeTextureResolutionScale")]
13 | public static float renderScale { get; set; }
14 | public static float eyeTextureResolutionScale { get; set; }
15 | public static int eyeTextureWidth { get; private set; }
16 | public static int eyeTextureHeight { get; private set; }
17 | public static RenderTextureDescriptor eyeTextureDesc { get; private set; }
18 | public static float renderViewportScale { get; set; }
19 | public static float occlusionMaskScale { get; set; }
20 | public static bool useOcclusionMesh { get; set; }
21 | public static string loadedDeviceName { get; private set; }
22 | public static string[] supportedDevices { get; private set; }
23 | public static void LoadDeviceByName(string deviceName) { }
24 | public static void LoadDeviceByName(string[] prioritizedDeviceNameList) { }
25 | }
26 | }
27 | #endif
28 |
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1 | Shader "Hidden/PostProcessing/Copy"
2 | {
3 | HLSLINCLUDE
4 |
5 | #include "../StdLib.hlsl"
6 |
7 | TEXTURE2D_SAMPLER2D(_MainTex, sampler_MainTex);
8 |
9 | float4 Frag(VaryingsDefault i) : SV_Target
10 | {
11 | float4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoordStereo);
12 | return color;
13 | }
14 |
15 | float4 FragKillNaN(VaryingsDefault i) : SV_Target
16 | {
17 | float4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoordStereo);
18 |
19 | if (AnyIsNan(color))
20 | {
21 | color = (0.0).xxxx;
22 | }
23 |
24 | return color;
25 | }
26 |
27 | ENDHLSL
28 |
29 | SubShader
30 | {
31 | Cull Off ZWrite Off ZTest Always
32 |
33 | // 0 - Fullscreen triangle copy
34 | Pass
35 | {
36 | HLSLPROGRAM
37 |
38 | #pragma vertex VertDefault
39 | #pragma fragment Frag
40 |
41 | ENDHLSL
42 | }
43 |
44 | // 1 - Fullscreen triangle copy + NaN killer
45 | Pass
46 | {
47 | HLSLPROGRAM
48 |
49 | #pragma vertex VertDefault
50 | #pragma fragment FragKillNaN
51 |
52 | ENDHLSL
53 | }
54 | }
55 | }
56 |
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1 | Shader "Hidden/PostProcessing/DiscardAlpha"
2 | {
3 | HLSLINCLUDE
4 |
5 | #include "../StdLib.hlsl"
6 |
7 | TEXTURE2D_SAMPLER2D(_MainTex, sampler_MainTex);
8 |
9 | float4 Frag(VaryingsDefault i) : SV_Target
10 | {
11 | float4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord);
12 | return float4(color.rgb, 1.0);
13 | }
14 |
15 | ENDHLSL
16 |
17 | SubShader
18 | {
19 | Cull Off ZWrite Off ZTest Always
20 |
21 | Pass
22 | {
23 | HLSLPROGRAM
24 |
25 | #pragma vertex VertDefault
26 | #pragma fragment Frag
27 |
28 | ENDHLSL
29 | }
30 | }
31 | }
32 |
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1 | #ifndef UNITY_POSTFX_DISTORTION
2 | #define UNITY_POSTFX_DISTORTION
3 |
4 | float4 _Distortion_Amount;
5 | float4 _Distortion_CenterScale;
6 |
7 | float2 Distort(float2 uv)
8 | {
9 | // Note: lens distortion is automatically disabled in VR so we won't bother handling stereo uvs
10 | #if DISTORT
11 | {
12 | uv = (uv - 0.5) * _Distortion_Amount.z + 0.5;
13 | float2 ruv = _Distortion_CenterScale.zw * (uv - 0.5 - _Distortion_CenterScale.xy);
14 | float ru = length(float2(ruv));
15 |
16 | UNITY_BRANCH
17 | if (_Distortion_Amount.w > 0.0)
18 | {
19 | float wu = ru * _Distortion_Amount.x;
20 | ru = tan(wu) * (1.0 / (ru * _Distortion_Amount.y));
21 | uv = uv + ruv * (ru - 1.0);
22 | }
23 | else
24 | {
25 | ru = (1.0 / ru) * _Distortion_Amount.x * atan(ru * _Distortion_Amount.y);
26 | uv = uv + ruv * (ru - 1.0);
27 | }
28 | }
29 | #endif
30 |
31 | return uv;
32 | }
33 |
34 | #endif // UNITY_POSTFX_DISTORTION
35 |
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1 | #ifndef UNITY_POSTFX_DITHERING
2 | #define UNITY_POSTFX_DITHERING
3 |
4 | TEXTURE2D_SAMPLER2D(_DitheringTex, sampler_DitheringTex);
5 | float4 _Dithering_Coords;
6 |
7 | float3 Dither(float3 color, float2 uv)
8 | {
9 | // Final pass dithering
10 | // Symmetric triangular distribution on [-1,1] with maximal density at 0
11 | float noise = SAMPLE_TEXTURE2D(_DitheringTex, sampler_DitheringTex, uv * _Dithering_Coords.xy + _Dithering_Coords.zw).a * 2.0 - 1.0;
12 | noise = FastSign(noise) * (1.0 - sqrt(1.0 - abs(noise)));
13 |
14 | #if UNITY_COLORSPACE_GAMMA
15 | color += noise / 255.0;
16 | #else
17 | color = SRGBToLinear(LinearToSRGB(color) + noise / 255.0);
18 | #endif
19 |
20 | return color;
21 | }
22 |
23 | #endif // UNITY_POSTFX_DITHERING
24 |
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1 | #ifndef UNITY_POSTFX_FOG
2 | #define UNITY_POSTFX_FOG
3 |
4 | half4 _FogColor;
5 | float3 _FogParams;
6 |
7 | #define FOG_DENSITY _FogParams.x
8 | #define FOG_START _FogParams.y
9 | #define FOG_END _FogParams.z
10 |
11 | half ComputeFog(float z)
12 | {
13 | half fog = 0.0;
14 | #if FOG_LINEAR
15 | fog = (FOG_END - z) / (FOG_END - FOG_START);
16 | #elif FOG_EXP
17 | fog = exp2(-FOG_DENSITY * z);
18 | #else // FOG_EXP2
19 | fog = FOG_DENSITY * z;
20 | fog = exp2(-fog * fog);
21 | #endif
22 | return saturate(fog);
23 | }
24 |
25 | float ComputeFogDistance(float depth)
26 | {
27 | float dist = depth * _ProjectionParams.z;
28 | dist -= _ProjectionParams.y;
29 | return dist;
30 | }
31 |
32 | #endif // UNITY_POSTFX_FOG
33 |
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1 | Shader "Hidden/PostProcessing/Texture2DLerp"
2 | {
3 | HLSLINCLUDE
4 |
5 | #include "../StdLib.hlsl"
6 |
7 | TEXTURE2D_SAMPLER2D(_MainTex, sampler_MainTex); // From
8 | TEXTURE2D_SAMPLER2D(_To, sampler_To);
9 | float _Interp;
10 | float4 _TargetColor;
11 |
12 | float4 Frag(VaryingsDefault i) : SV_Target
13 | {
14 | float4 from = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord);
15 | float4 to = SAMPLE_TEXTURE2D(_To, sampler_To, i.texcoord);
16 | return lerp(from, to, _Interp);
17 | }
18 |
19 | float4 FragColor(VaryingsDefault i) : SV_Target
20 | {
21 | float4 from = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord);
22 | float4 to = _TargetColor;
23 | return lerp(from, to, _Interp);
24 | }
25 | ENDHLSL
26 |
27 | SubShader
28 | {
29 | Cull Off ZWrite Off ZTest Always
30 |
31 | Pass
32 | {
33 | HLSLPROGRAM
34 |
35 | #pragma vertex VertDefault
36 | #pragma fragment Frag
37 |
38 | ENDHLSL
39 | }
40 | Pass
41 | {
42 | HLSLPROGRAM
43 |
44 | #pragma vertex VertDefault
45 | #pragma fragment FragColor
46 |
47 | ENDHLSL
48 | }
49 | }
50 | }
51 |
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1 | #pragma warning(disable : 3568)
2 | #pragma exclude_renderers gles gles3 d3d11_9x
3 |
4 | #include "../StdLib.hlsl"
5 |
6 | #pragma kernel KTexture3DLerp
7 | #pragma kernel KTexture3DLerpToColor
8 |
9 | RWTexture3D _Output;
10 |
11 | CBUFFER_START(Params)
12 | float4 _DimensionsAndLerp; // xyz: surface dimensions, w: lerp factor
13 | float4 _TargetColor; // Color to lerp into
14 | CBUFFER_END
15 |
16 | Texture3D _From;
17 | Texture3D _To;
18 |
19 | #define GROUP_SIZE 4
20 |
21 | #ifdef DISABLE_COMPUTE_SHADERS
22 |
23 | TRIVIAL_COMPUTE_KERNEL(KTexture3DLerp)
24 | TRIVIAL_COMPUTE_KERNEL(KTexture3DLerpToColor)
25 |
26 | #else
27 |
28 | [numthreads(GROUP_SIZE, GROUP_SIZE, GROUP_SIZE)]
29 | void KTexture3DLerp(uint3 id : SV_DispatchThreadID)
30 | {
31 | if(all(float3(id) < _DimensionsAndLerp.xyz))
32 | {
33 | float4 from = _From[id];
34 | float4 to = _To[id];
35 | _Output[id] = lerp(from, to, _DimensionsAndLerp.wwww);
36 | }
37 | }
38 |
39 | [numthreads(GROUP_SIZE, GROUP_SIZE, GROUP_SIZE)]
40 | void KTexture3DLerpToColor(uint3 id : SV_DispatchThreadID)
41 | {
42 | if(all(float3(id) < _DimensionsAndLerp.xyz))
43 | {
44 | float4 from = _From[id];
45 | float4 to = _TargetColor;
46 | _Output[id] = lerp(from, to, _DimensionsAndLerp.wwww);
47 | }
48 | }
49 |
50 | #endif // DISABLE_COMPUTE_SHADERS
51 |
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1 | # Post-processing Stack v2
2 |
3 | This branch is under maintenance and holds the current version of the post-processing stack for the built-in pipelines.
4 |
5 | Instructions
6 | ------------
7 |
8 | Documentation is available [in the manual](https://docs.unity3d.com/Packages/com.unity.postprocessing@latest/index.html).
9 |
10 | The current version requires Unity 2017.2+.
11 |
12 | For older versions of Unity (5.6 and 2017.1) you should use version [2.1.8](https://github.com/Unity-Technologies/PostProcessing/tree/bec8546fc498db388cedadd14021cc7006338cc4).
13 |
14 | License
15 | -------
16 |
17 | Unity Companion License (see [LICENSE](LICENSE.md))
18 |
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/Assets/PostProcessing-2/issue_template.md:
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1 | ##### What happened?
2 |
3 | ##### Post-processing stack version (v1, v2)?
4 |
5 | ##### Unity version, operating system, target platform (standalone windows, mac, iOS, PS4...)?
6 |
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4 | "displayName": "Post Processing",
5 | "unity": "2018.1",
6 | "description": "The post-processing stack (v2) comes with a collection of effects and image filters you can apply to your cameras to improve the visuals of your games.",
7 | "dependencies": {
8 | }
9 | }
10 |
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/LICENSE.md:
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1 | MIT License
2 |
3 | Copyright (c) 2024 HhotateA
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE.
22 |
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