├── .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-Post-processing-effects.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
├── Vignette.md
├── Writing-Custom-Effects.md
├── images
│ ├── Grain_image_0.png
│ ├── Grain_image_1.png
│ ├── PostProcessing-Bloom-0.png
│ ├── PostProcessing-ChromaticAberration-0.png
│ ├── PostProcessing-ChromaticAberration-1.png
│ ├── PostProcessing-Vignette-1.png
│ ├── PostProcessing-Vignette-2.png
│ ├── Ppv2 _ Debugging_Light meter_Graph.png
│ ├── Ppv2 _ Debugging_Vectorscope_Graph.png
│ ├── Ppv2_Debugging_Histogram.png
│ ├── Ppv2_Debugging_Waveform_Graph.png
│ ├── Ppv2_Light Meter.png
│ ├── Ppv2_Post-processing-Debug.png
│ ├── aa-1.png
│ ├── aa-2.png
│ ├── aa-3.png
│ ├── autoexposure.png
│ ├── bloom.png
│ ├── chroma.png
│ ├── custom-effect-sorting.png
│ ├── debug.log
│ ├── 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
├── known-issues.md
└── requirements.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
│ │ ├── MotionBlurEditor.cs
│ │ ├── MotionBlurEditor.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
├── Tests.meta
├── Tests
├── .tests.json
├── Editor.meta
├── Editor
│ ├── PostProcessEditorTests.cs
│ ├── PostProcessEditorTests.cs.meta
│ ├── Unity.Postprocessing.Editor.Tests.asmdef
│ └── Unity.Postprocessing.Editor.Tests.asmdef.meta
├── Runtime.meta
└── Runtime
│ ├── PostProcessingRuntimeTests.cs
│ ├── PostProcessingRuntimeTests.cs.meta
│ ├── Unity.Postprocessing.Runtime.Tests.asmdef
│ └── Unity.Postprocessing.Runtime.Tests.asmdef.meta
├── issue_template.md
├── issue_template.md.meta
├── package.json
└── package.json.meta
/.gitignore:
--------------------------------------------------------------------------------
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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/.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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/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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/Documentation~/Deferred-Fog.md:
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1 | # Deferred Fog
2 |
3 | The **Deferred Fog** effect simulates the look of fog or mist in outdoor environments. To do this, it overlays a color onto objects depending on how far away they are from the Camera.
4 |
5 | 
6 |
7 | You can also use the Deferred fog effect to hide object clipping. This is useful if you want to bring the Camera’s far clip plane forward to improve performance.
8 |
9 | The **Deferred 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. **Deferred Fog** settings are on the **Scene** tab of the [**Lighting window**](https://docs.unity3d.com/Manual/lighting-window.html) in **Window > Rendering > Lighting Settings**.
10 |
11 | ### Properties
12 |
13 | 
14 |
15 | | Property | Function |
16 | | :-------------- | :--------------------------------- |
17 | | Enabled | Enable this checkbox to turn the **Deferred Fog** effect on.|
18 | | Exclude Skybox | Enable this checkbox to exclude fog from the [skybox](https://docs.unity3d.com/Manual/class-Skybox.html). |
19 |
20 | ### Details
21 |
22 | The **Deferred Fog** effect only appears in your [**Post-process Layer**](https://docs.unity3d.com/Packages/com.unity.postprocessing@latest?subfolder=/manual/Quick-start.html#post-process-layer) if the camera is set to render with the [**Deferred rendering path**](https://docs.unity3d.com/Manual/RenderTech-DeferredShading.html). It is enabled by default and adds the support of **Deferred Fog** from the [**Lighting window**](https://docs.unity3d.com/Manual/lighting-window.html), which would otherwise only work with the [**Forward rendering path**](https://docs.unity3d.com/Manual/RenderTech-ForwardRendering.html).
23 |
24 | ### Requirements
25 |
26 | - Depth texture
27 | - Shader Model 3
28 |
29 |
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/Documentation~/Depth-of-Field.md:
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1 | # Depth of Field
2 |
3 | The **Depth of Field** effect blurs the background of your image while the objects in the foreground stay in focus. This simulates the focal properties of a real-world camera lens.
4 |
5 | 
6 |
7 | A real-world **camera** can focus sharply on an object at a specific distance. Objects nearer or farther from the **camera’s** focal point appear slightly out of focus or blurred. This blurring gives a visual cue about an object’s distance, and introduces “bokeh” which refers to visual artifacts that appear around bright areas of the image as they fall out of focus.
8 |
9 | ### Properties
10 |
11 | 
12 |
13 | | Property | Function |
14 | | :-------------- | :------------------------------------------------------------ |
15 | | Focus Distance | Set the distance to the point of focus. |
16 | | Aperture | Set the ratio of the aperture (known as f-stop or f-number). The smaller the value is, the shallower the depth of field is. |
17 | | Focal Length | Set the distance between the lens and the film. The larger the value is, the shallower the depth of field is. |
18 | | Max Blur Size | Select the convolution kernel size of the bokeh filter from the dropdown. This setting determines the maximum radius of bokeh. It also affects the performance. The larger the kernel is, the longer the GPU time is required. |
19 |
20 | ### Performance
21 |
22 | The speed of the **Depth of Field** effect is tied to **Max Blur Size**. Only use a value higher than `Medium` if you are developing for desktop computers and, depending on the post-processing budget of your game, consoles. Use the lowest value when developing for mobile platforms.
23 |
24 | ### Requirements
25 |
26 | - Depth texture
27 | - Shader Model 3.5
28 |
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/Documentation~/Grain.md:
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1 | # Grain
2 |
3 | The **Grain** effect overlays film noise onto your image. Film noise is the effect that real-world cameras produce when small particles in the camera’s film give the image a coarse, unprocessed effect.
4 | Unity’s **Grain** effect is based on a coherent gradient noise. This gives your game a gritty effect that simulates the imperfections of film.
5 |
6 | The **Grain** effect available in Unity is based on a coherent gradient noise.
7 |
8 | 
9 |
10 |
11 |
12 | 
13 |
14 | ### Properties
15 |
16 | 
17 |
18 | | Property | Function |
19 | | :---------------------- | :------------------------------------------------------------ |
20 | | Colored | Enable the checkbox to use colored grain. |
21 | | Intensity | Set the value of the **Grain** strength. Higher values show more visible grain. |
22 | | Size | Set the value of the **Grain** particle size. |
23 | | 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. |
24 |
25 | ### Performance
26 |
27 | Disabling **Colored** makes the Grain effect run faster.
28 |
29 | ### Requirements
30 |
31 | - Shader Model 3
32 |
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/Documentation~/Installation.md:
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1 | # Installation
2 |
3 | Use the [**Package Manager**](https://docs.unity3d.com/Manual/upm-ui.html) to install the **Post Processing** package or to update an installed package to the latest version.
4 |
5 | To install the **Post Processing** package:
6 |
7 | 1. Open the Package Manager in **Window > Package Manager**.
8 | 2. In the [Filter for scope](https://docs.unity3d.com/Manual/upm-ui-filter.html) menu, select **All packages**.
9 | 3. In the list of packages, select **Post Processing**.
10 | 4. In the bottom-right corner of the Package Manager window, select **Install**.
11 |
12 | For more information on the Package Manager and installing packages, see the following pages:
13 | * [Unity’s Package Manager](https://docs.unity3d.com/Manual/Packages.html).
14 | * [Adding and removing packages](https://docs.unity3d.com/Manual/upm-ui-actions.html).
15 |
16 | ## Source code
17 |
18 | > **Note**: The best way to install a package is directly from the Unity registry using the Package Manager. The latest source code might contain unsupported or breaking changes.
19 |
20 | The source code for the **Post Processing** package is in the following repository:
21 | * [https://github.com/Unity-Technologies/PostProcessing](https://github.com/Unity-Technologies/PostProcessing)
22 |
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/Documentation~/Lens-Distortion.md:
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1 | # Lens Distortion
2 |
3 | The **Lens Distortion** effect simulates distortion caused by the shape of a real-world camera lens. You can adjust the intensity of this effect between barrel distortion and pincushion distortion.
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 |
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/Documentation~/Motion-Blur.md:
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1 | # Motion Blur
2 |
3 | The **Motion Blur** effect blurs the image in the direction of the **Camera’s** movement. This simulates the blur effect a real-world camera creates when it moves with the lens aperture open, or when it captures an object moving faster than the camera’s exposure time.
4 |
5 |
6 | 
7 |
8 | ### Properties
9 |
10 | 
11 |
12 | | Property | Function |
13 | | :------------- | :------------------------------------------------------------ |
14 | | Shutter Angle | Set the angle of the rotary shutter. Larger values give longer exposure and a stronger blur effect. |
15 | | Sample Count | Set the value for the amount of sample points. This affects quality and performance. |
16 |
17 | ### Performance
18 |
19 | Using a lower `Sample Count` will improve performance.
20 |
21 | ### Known issues and limitations
22 |
23 | - Motion blur doesn't support AR/VR.
24 |
25 | ### Requirements
26 |
27 | - Motion vectors
28 | - Depth texture
29 | - Shader Model 3
30 |
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/Documentation~/TableOfContents.md:
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1 | * [Post-Processing Stack v2](index)
2 | * [Requirements](requirements)
3 | * [Installation](Installation)
4 | * [Getting started](Quick-Start)
5 | * Effects
6 | * [Ambient Occlusion](Ambient-Occlusion)
7 | * [Anti-aliasing](Anti-aliasing)
8 | * [Auto Exposure](Auto-Exposure)
9 | * [Bloom](Bloom)
10 | * [Chromatic Aberration](Chromatic-Aberration)
11 | * [Color Grading](Color-Grading)
12 | * [Deferred Fog](Deferred-Fog)
13 | * [Depth of Field](Depth-of-Field)
14 | * [Grain](Grain)
15 | * [Lens Distortion](Lens-Distortion)
16 | * [Motion Blur](Motion-Blur)
17 | * [Screen Space Reflections](Screen-Space-Reflections)
18 | * [Vignette](Vignette)
19 | * Scripting
20 | * [Controlling effects using scripts](Manipulating-the-Stack)
21 | * [Writing custom effects](Writing-Custom-Effects)
22 | * [Known issues](known-issues)
23 | * [Debugging Post-processing effects](Debugging-Post-processing-effects)
24 |
25 |
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1 | ## Post Processing Stack v2 overview
2 |
3 | Post-processing is a generic term for a full-screen image processing effect that occurs after the camera draws the scene but before the scene is rendered on the screen. Post-processing 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 | For information about requirements and compatibility, see section [Requirements](requirements.html).
8 |
9 | The images below demonstrate a scene with and without post-processing:
10 |
11 | 
12 |
13 |
14 | 
15 |
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/Documentation~/known-issues.md:
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1 | # Known issues
2 |
3 | - The **Post Processing** package 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.
4 |
5 | For limitations and known issues for each effect, see the specific effect page.
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/Documentation~/requirements.md:
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1 | # Requirements and compatibility
2 |
3 | This page contains information on system requirements and compatibility of this Post-processing module.
4 |
5 | ## Unity Editor compatibility
6 |
7 | The **Post processing** package is compatible with the following versions of the Unity Editor:
8 |
9 | * Unity 2018.1 and later.
10 |
11 | ## Render pipeline compatibility
12 |
13 | This package is compatible with the following render pipeline versions:
14 |
15 | * Built-in render pipeline.
16 | * Universal Render Pipeline (URP) 7.x, with Unity 2018 LTS, and 2019 LTS. Certain effects are not compatible with URP.
17 | * Scriptable Render Pipeline (SRP).
18 |
19 | ## Unity Player system requirements
20 |
21 | This package does not add any platform-specific requirements to Unity. For more information on Unity system requirements, see [System requirements for Unity](https://docs.unity3d.com/Manual/system-requirements.html).
22 |
23 | Some **Post Processing** effects have extra requirements in addition to the common Unity Player system requirements. For system requirements for each effect, see the specific effect page.
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/LICENSE.md:
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1 | com.unity.postprocessing 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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/PostProcessing/Editor/Attributes/DecoratorAttribute.cs:
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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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/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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/PostProcessing/Editor/BaseEditor.cs:
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1 | using System;
2 | using System.Linq.Expressions;
3 | using UnityEngine;
4 | using UnityEngine.Rendering.PostProcessing;
5 |
6 | namespace UnityEditor.Rendering.PostProcessing
7 | {
8 | ///
9 | /// Small wrapper on top of to ease the access of the underlying component
10 | /// and its serialized fields.
11 | ///
12 | /// The type of the target component to make an editor for
13 | ///
14 | ///
15 | /// public class MyMonoBehaviour : MonoBehaviour
16 | /// {
17 | /// public float myProperty = 1.0f;
18 | /// }
19 | ///
20 | /// [CustomEditor(typeof(MyMonoBehaviour))]
21 | /// public sealed class MyMonoBehaviourEditor : BaseEditor<MyMonoBehaviour>
22 | /// {
23 | /// SerializedProperty m_MyProperty;
24 | ///
25 | /// void OnEnable()
26 | /// {
27 | /// m_MyProperty = FindProperty(x => x.myProperty);
28 | /// }
29 | ///
30 | /// public override void OnInspectorGUI()
31 | /// {
32 | /// EditorGUILayout.PropertyField(m_MyProperty);
33 | /// }
34 | /// }
35 | ///
36 | ///
37 | public class BaseEditor : Editor
38 | where T : MonoBehaviour
39 | {
40 | ///
41 | /// The target component.
42 | ///
43 | protected T m_Target
44 | {
45 | get { return (T)target; }
46 | }
47 |
48 | ///
49 | ///
50 | ///
51 | ///
52 | ///
53 | ///
54 | protected SerializedProperty FindProperty(Expression> expr)
55 | {
56 | return serializedObject.FindProperty(RuntimeUtilities.GetFieldPath(expr));
57 | }
58 | }
59 | }
60 |
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1 | using System;
2 | using UnityEngine;
3 |
4 | namespace UnityEditor.Rendering.PostProcessing
5 | {
6 | ///
7 | /// The base abstract class for all attribute decorators.
8 | ///
9 | public abstract class AttributeDecorator
10 | {
11 | ///
12 | /// Override this and return false if you want to customize the override checkbox
13 | /// position, else it'll automatically draw it and put the property content in a
14 | /// horizontal scope.
15 | ///
16 | /// true if the override checkbox should be automatically put next to the
17 | /// property, false if it uses a custom position
18 | public virtual bool IsAutoProperty()
19 | {
20 | return true;
21 | }
22 |
23 | ///
24 | /// The rendering method called for the custom GUI.
25 | ///
26 | /// The property to draw the UI for
27 | /// The override checkbox property
28 | /// The title and tooltip for the property
29 | /// A reference to the property attribute set on the original field
30 | ///
31 | /// true if the property UI got rendered successfully, false to
32 | /// fallback on the default editor UI for this property
33 | public abstract bool OnGUI(SerializedProperty property, SerializedProperty overrideState, GUIContent title, Attribute attribute);
34 | }
35 | }
36 |
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/PostProcessing/Editor/Effects/ChromaticAberrationEditor.cs:
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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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/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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/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 available only for non-stereo cameras.", MessageType.Warning);
12 |
13 | base.OnInspectorGUI();
14 | }
15 | }
16 | }
17 |
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/PostProcessing/Editor/Effects/MotionBlurEditor.cs:
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1 | using UnityEngine.Rendering.PostProcessing;
2 |
3 | namespace UnityEditor.Rendering.PostProcessing
4 | {
5 | [PostProcessEditor(typeof(MotionBlur))]
6 | internal sealed class MotionBlurEditor : DefaultPostProcessEffectEditor
7 | {
8 | public override void OnInspectorGUI()
9 | {
10 | if (RuntimeUtilities.isVREnabled)
11 | EditorGUILayout.HelpBox("Motion Blur is available only for non-stereo cameras.", MessageType.Warning);
12 |
13 | base.OnInspectorGUI();
14 | }
15 | }
16 | }
17 |
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/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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/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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/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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/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,
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16 | }
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/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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/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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/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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/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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/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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1 | using System;
2 |
3 | namespace UnityEngine.Rendering.PostProcessing
4 | {
5 | ///
6 | /// Use this attribute to draw a trackball in the inspector.
7 | ///
8 | [AttributeUsage(AttributeTargets.Field, AllowMultiple = false)]
9 | public sealed class TrackballAttribute : Attribute
10 | {
11 | ///
12 | /// Trackball modes. These are used to compute and display pre-filtered trackball vales in
13 | /// the inspector.
14 | ///
15 | public enum Mode
16 | {
17 | ///
18 | /// Don't display pre-filtered values.
19 | ///
20 | None,
21 |
22 | ///
23 | /// Display pre-filtered lift values.
24 | ///
25 | Lift,
26 |
27 | ///
28 | /// Display pre-filtered gamma values.
29 | ///
30 | Gamma,
31 |
32 | ///
33 | /// Display pre-filtered grain values.
34 | ///
35 | Gain
36 | }
37 |
38 | ///
39 | /// The mode used to display pre-filtered values in the inspector.
40 | ///
41 | public readonly Mode mode;
42 |
43 | ///
44 | /// Creates a new attribute.
45 | ///
46 | /// A mode used to display pre-filtered values in the inspector
47 | public TrackballAttribute(Mode mode)
48 | {
49 | this.mode = mode;
50 | }
51 | }
52 | }
53 |
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/PostProcessing/Runtime/Effects/Dithering.cs:
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1 | using System;
2 | using UnityEngine.Assertions;
3 |
4 | namespace UnityEngine.Rendering.PostProcessing
5 | {
6 | [UnityEngine.Scripting.Preserve]
7 | [Serializable]
8 | internal sealed class Dithering
9 | {
10 | int m_NoiseTextureIndex = 0;
11 | System.Random m_Random = new System.Random(1234);
12 |
13 | internal void Render(PostProcessRenderContext context)
14 | {
15 | var blueNoise = context.resources.blueNoise64;
16 | Assert.IsTrue(blueNoise != null && blueNoise.Length > 0);
17 |
18 | #if POSTFX_DEBUG_STATIC_DITHERING // Used by QA for automated testing
19 | m_NoiseTextureIndex = 0;
20 | float rndOffsetX = 0f;
21 | float rndOffsetY = 0f;
22 | #else
23 | if (++m_NoiseTextureIndex >= blueNoise.Length)
24 | m_NoiseTextureIndex = 0;
25 |
26 | float rndOffsetX = (float)m_Random.NextDouble();
27 | float rndOffsetY = (float)m_Random.NextDouble();
28 | #endif
29 |
30 | var noiseTex = blueNoise[m_NoiseTextureIndex];
31 | var uberSheet = context.uberSheet;
32 |
33 | uberSheet.properties.SetTexture(ShaderIDs.DitheringTex, noiseTex);
34 | uberSheet.properties.SetVector(ShaderIDs.Dithering_Coords, new Vector4(
35 | (float)context.screenWidth / (float)noiseTex.width,
36 | (float)context.screenHeight / (float)noiseTex.height,
37 | rndOffsetX,
38 | rndOffsetY
39 | ));
40 | }
41 | }
42 | }
43 |
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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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1 | {
2 | "name": "Unity.Postprocessing.Runtime",
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"
17 | },
18 | {
19 | "name": "com.unity.modules.vr",
20 | "expression": "1.0.0",
21 | "define": "ENABLE_VR_MODULE"
22 | },
23 | {
24 | "name": "com.unity.modules.xr",
25 | "expression": "1.0.0",
26 | "define": "ENABLE_XR_MODULE"
27 | }
28 | ]
29 | }
30 |
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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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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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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 | // ALso used for Direct3D 11 "feature level 9.x" target for Windows Store and Windows Phone
2 | #define UNITY_UV_STARTS_AT_TOP 1
3 | #define UNITY_REVERSED_Z 0
4 | #define UNITY_GATHER_SUPPORTED 0
5 | #define UNITY_CAN_READ_POSITION_IN_FRAGMENT_PROGRAM 1
6 |
7 | #define TEXTURE2D_SAMPLER2D(textureName, samplerName) sampler2D textureName
8 | #define TEXTURE3D_SAMPLER3D(textureName, samplerName) sampler3D textureName
9 |
10 | #define TEXTURE2D(textureName) sampler2D textureName
11 | #define SAMPLER2D(samplerName)
12 |
13 | #define TEXTURE3D(textureName) sampler3D textureName
14 | #define SAMPLER3D(samplerName)
15 |
16 | #define TEXTURE2D_ARGS(textureName, samplerName) sampler2D textureName
17 | #define TEXTURE2D_PARAM(textureName, samplerName) textureName
18 |
19 | #define TEXTURE3D_ARGS(textureName, samplerName) sampler3D textureName
20 | #define TEXTURE3D_PARAM(textureName, samplerName) textureName
21 |
22 | #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) tex2D(textureName, coord2)
23 | #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) tex2Dlod(textureName, float4(coord2, 0.0, lod))
24 |
25 | #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) tex3D(textureName, coord3)
26 |
27 | #define LOAD_TEXTURE2D(textureName, texelSize, icoord2) tex2D(textureName, icoord2 / texelSize)
28 | #define LOAD_TEXTURE2D_LOD(textureName, texelSize, icoord2) tex2Dlod(textureName, float4(icoord2 / texelSize, 0.0, lod))
29 |
30 | #define SAMPLE_DEPTH_TEXTURE(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).r
31 | #define SAMPLE_DEPTH_TEXTURE_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod).r
32 |
33 | #define UNITY_BRANCH
34 | #define UNITY_FLATTEN
35 | #define UNITY_UNROLL
36 | #define UNITY_LOOP
37 | #define UNITY_FASTOPT
38 |
39 | #define CBUFFER_START(name)
40 | #define CBUFFER_END
41 |
42 | #define FXAA_HLSL_3 1
43 | #define SMAA_HLSL_3 1
44 |
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1 | Shader "Hidden/PostProcessing/Copy"
2 | {
3 | HLSLINCLUDE
4 |
5 | #include "Packages/com.unity.postprocessing/PostProcessing/Shaders/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 "Packages/com.unity.postprocessing/PostProcessing/Shaders/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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/PostProcessing/Shaders/Builtins/Dithering.hlsl:
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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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/PostProcessing/Shaders/Builtins/Fog.hlsl:
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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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/PostProcessing/Shaders/Builtins/Texture2DLerp.shader:
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1 | Shader "Hidden/PostProcessing/Texture2DLerp"
2 | {
3 | HLSLINCLUDE
4 |
5 | #include "Packages/com.unity.postprocessing/PostProcessing/Shaders/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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/PostProcessing/Shaders/Builtins/Texture3DLerp.compute:
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1 | #pragma warning(disable : 3568)
2 | #pragma exclude_renderers gles gles3 d3d11_9x
3 |
4 | #include "Packages/com.unity.postprocessing/PostProcessing/Shaders/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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/PostProcessing/Shaders/Debug/Vectorscope.compute:
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1 | #pragma warning(disable : 3568)
2 | #pragma exclude_renderers gles gles3 d3d11_9x
3 |
4 | #include "Packages/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl"
5 | #include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Colors.hlsl"
6 |
7 | RWStructuredBuffer _VectorscopeBuffer;
8 | Texture2D _Source;
9 |
10 | CBUFFER_START (Params)
11 | float4 _Params; // x: source width, y: source height, z: buffer size, w: linear?
12 | CBUFFER_END
13 |
14 | #define GROUP_SIZE_X 16
15 | #define GROUP_SIZE_Y 16
16 |
17 | #ifdef DISABLE_COMPUTE_SHADERS
18 |
19 | TRIVIAL_COMPUTE_KERNEL(KVectorscopeGather)
20 | TRIVIAL_COMPUTE_KERNEL(KVectorscopeClear)
21 |
22 | #else
23 |
24 | #pragma kernel KVectorscopeGather
25 | [numthreads(GROUP_SIZE_X, GROUP_SIZE_Y, 1)]
26 | void KVectorscopeGather(uint2 dispatchThreadId : SV_DispatchThreadID)
27 | {
28 | if (dispatchThreadId.x < uint(_Params.x) && dispatchThreadId.y < uint(_Params.y))
29 | {
30 | float3 color = saturate(_Source[dispatchThreadId].xyz);
31 |
32 | if (_Params.w > 0)
33 | color = LinearToSRGB(color);
34 |
35 | float3 yuv = RgbToYCbCr(color);
36 | yuv.yz += (0.5).xx;
37 | uint u = (uint)floor(yuv.y * _Params.z);
38 | uint v = (uint)floor(yuv.z * _Params.z);
39 | InterlockedAdd(_VectorscopeBuffer[v * _Params.z + u], 1u);
40 | }
41 | }
42 |
43 | #pragma kernel KVectorscopeClear
44 | [numthreads(GROUP_SIZE_X, GROUP_SIZE_Y, 1)]
45 | void KVectorscopeClear(uint2 dispatchThreadId : SV_DispatchThreadID)
46 | {
47 | if (dispatchThreadId.x < uint(_Params.z) && dispatchThreadId.y < uint(_Params.z))
48 | _VectorscopeBuffer[dispatchThreadId.y * _Params.z + dispatchThreadId.x] = 0u;
49 | }
50 |
51 | #endif
52 |
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/PostProcessing/Shaders/Debug/Vectorscope.shader:
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1 | Shader "Hidden/PostProcessing/Debug/Vectorscope"
2 | {
3 | HLSLINCLUDE
4 |
5 | #pragma exclude_renderers gles gles3 d3d11_9x
6 | #pragma target 4.5
7 | #include "Packages/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl"
8 | #include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Colors.hlsl"
9 |
10 | StructuredBuffer _VectorscopeBuffer;
11 | float3 _Params; // x: width, y: height, z: exposure, w: unused
12 |
13 | float Tonemap(float x, float exposure)
14 | {
15 | const float a = 6.2;
16 | const float b = 0.5;
17 | const float c = 1.7;
18 | const float d = 0.06;
19 | x *= exposure;
20 | x = max(0.0, x - 0.004);
21 | x = (x * (a * x + b)) / (x * (a * x + c) + d);
22 | return x * x;
23 | }
24 |
25 | float4 Frag(VaryingsDefault i) : SV_Target
26 | {
27 | i.texcoord.x = 1.0 - i.texcoord.x;
28 | float2 uv = i.texcoord - (0.5).xx;
29 | float3 c = YCbCrToRgb(float3(0.5, uv.x, uv.y));
30 |
31 | float dist = sqrt(dot(uv, uv));
32 | float delta = fwidth(dist) * 0.5;
33 | float alphaOut = 1.0 - smoothstep(0.5 - delta, 0.5 + delta, dist);
34 |
35 | uint2 uvI = i.texcoord.xy * _Params.xy;
36 | uint v = _VectorscopeBuffer[uvI.x + uvI.y * _Params.x];
37 | float vt = saturate(Tonemap(v, _Params.z));
38 |
39 | float4 color = float4(lerp(c, (0.0).xxx, vt), 1.0);
40 | return color;
41 | }
42 |
43 | ENDHLSL
44 |
45 | SubShader
46 | {
47 | Cull Off ZWrite Off ZTest Always
48 |
49 | Pass
50 | {
51 | HLSLPROGRAM
52 |
53 | #pragma vertex VertDefault
54 | #pragma fragment Frag
55 |
56 | ENDHLSL
57 | }
58 | }
59 | }
60 |
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1 | Shader "Hidden/PostProcessing/Debug/Waveform"
2 | {
3 | HLSLINCLUDE
4 |
5 | #pragma exclude_renderers gles gles3 d3d11_9x
6 | #pragma target 4.5
7 | #include "Packages/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl"
8 |
9 | StructuredBuffer _WaveformBuffer;
10 | float3 _Params; // x: buffer width, y: buffer height, z: exposure, w: unused
11 |
12 | float3 Tonemap(float3 x, float exposure)
13 | {
14 | const float a = 6.2;
15 | const float b = 0.5;
16 | const float c = 1.7;
17 | const float d = 0.06;
18 | x *= exposure;
19 | x = max((0.0).xxx, x - (0.004).xxx);
20 | x = (x * (a * x + b)) / (x * (a * x + c) + d);
21 | return x * x;
22 | }
23 |
24 | float4 Frag(VaryingsDefault i) : SV_Target
25 | {
26 | const float3 red = float3(1.4, 0.03, 0.02);
27 | const float3 green = float3(0.02, 1.1, 0.05);
28 | const float3 blue = float3(0.0, 0.25, 1.5);
29 | float3 color = float3(0.0, 0.0, 0.0);
30 |
31 | uint2 uvI = i.vertex.xy;
32 | float3 w = _WaveformBuffer[uvI.x * _Params.y + uvI.y].xyz;
33 |
34 | color += red * w.r;
35 | color += green * w.g;
36 | color += blue * w.b;
37 | color = Tonemap(color, _Params.z);
38 |
39 | return float4(saturate(color), 1.0);
40 | }
41 |
42 | ENDHLSL
43 |
44 | SubShader
45 | {
46 | Cull Off ZWrite Off ZTest Always
47 |
48 | Pass
49 | {
50 | HLSLPROGRAM
51 |
52 | #pragma vertex VertDefault
53 | #pragma fragment Frag
54 |
55 | ENDHLSL
56 | }
57 | }
58 | }
59 |
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1 | Shader "Hidden/PostProcessing/Editor/ConvertToLog"
2 | {
3 | Properties
4 | {
5 | _MainTex ("", 2D) = "white" {}
6 | }
7 |
8 | CGINCLUDE
9 |
10 | #include "UnityCG.cginc"
11 |
12 | struct ParamsLogC
13 | {
14 | float cut;
15 | float a, b, c, d, e, f;
16 | };
17 |
18 | static const ParamsLogC LogC =
19 | {
20 | 0.011361, // cut
21 | 5.555556, // a
22 | 0.047996, // b
23 | 0.244161, // c
24 | 0.386036, // d
25 | 5.301883, // e
26 | 0.092819 // f
27 | };
28 |
29 | float LinearToLogC_Precise(half x)
30 | {
31 | float o;
32 | if (x > LogC.cut)
33 | o = LogC.c * log10(LogC.a * x + LogC.b) + LogC.d;
34 | else
35 | o = LogC.e * x + LogC.f;
36 | return o;
37 | }
38 |
39 | sampler2D _MainTex;
40 |
41 | float4 Frag(v2f_img i) : SV_Target
42 | {
43 | float4 color = tex2D(_MainTex, i.uv);
44 | color.rgb = float3(LinearToLogC_Precise(color.r), LinearToLogC_Precise(color.g), LinearToLogC_Precise(color.b));
45 | color.a = 1.0;
46 | return color;
47 | }
48 |
49 | ENDCG
50 |
51 | SubShader
52 | {
53 | Cull Off ZWrite Off ZTest Always
54 |
55 | Pass
56 | {
57 | CGPROGRAM
58 |
59 | #pragma vertex vert_img
60 | #pragma fragment Frag
61 |
62 | ENDCG
63 | }
64 | }
65 | }
66 |
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1 | Shader "Hidden/PostProcessing/Editor/CurveGrid"
2 | {
3 | CGINCLUDE
4 |
5 | #pragma target 3.0
6 | #include "UnityCG.cginc"
7 |
8 | float _DisabledState;
9 |
10 | float3 HsvToRgb(float3 c)
11 | {
12 | float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
13 | float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
14 | return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y);
15 | }
16 |
17 | float4 FragHue(v2f_img i) : SV_Target
18 | {
19 | float3 hsv = HsvToRgb(float3(i.uv.x, 1.0, 0.2));
20 | float4 color = float4((0.0).xxx, 1.0);
21 | color.rgb = lerp(color.rgb, hsv, smoothstep(0.5, 1.1, 1.0 - i.uv.y)) + lerp(color.rgb, hsv, smoothstep(0.5, 1.1, i.uv.y));
22 | color.rgb += (0.15).xxx;
23 | return float4(color.rgb, color.a * _DisabledState);
24 | }
25 |
26 | float4 FragSat(v2f_img i) : SV_Target
27 | {
28 | float4 color = float4((0.0).xxx, 1.0);
29 | float sat = i.uv.x / 2;
30 | color.rgb += lerp(color.rgb, (sat).xxx, smoothstep(0.5, 1.2, 1.0 - i.uv.y)) + lerp(color.rgb, (sat).xxx, smoothstep(0.5, 1.2, i.uv.y));
31 | color.rgb += (0.15).xxx;
32 | return float4(color.rgb, color.a * _DisabledState);
33 | }
34 |
35 | ENDCG
36 |
37 | SubShader
38 | {
39 | Cull Off ZWrite Off ZTest Always
40 |
41 | // (0) Hue
42 | Pass
43 | {
44 | CGPROGRAM
45 |
46 | #pragma vertex vert_img
47 | #pragma fragment FragHue
48 |
49 | ENDCG
50 | }
51 |
52 | // (1) Sat/lum
53 | Pass
54 | {
55 | CGPROGRAM
56 |
57 | #pragma vertex vert_img
58 | #pragma fragment FragSat
59 |
60 | ENDCG
61 | }
62 | }
63 | }
64 |
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/README.md:
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1 | # Post-processing Stack v2
2 |
3 | **Note: development has moved to the [main Graphics repository](https://github.com/Unity-Technologies/Graphics).**
4 |
5 | This branch is under maintenance and holds the current version of the post-processing stack for the built-in render pipelines.
6 |
7 | Instructions
8 | ------------
9 |
10 | Documentation is available [in the manual](https://docs.unity3d.com/Packages/com.unity.postprocessing@latest/index.html).
11 |
12 | The current version requires Unity 2018.3+.
13 |
14 | For versions of Unity starting from 2017.2+, use version 2.3.0. For older versions of Unity (5.6 and 2017.1), use version 2.1.8.
15 |
16 | To report bugs or other issues, use the Unity Bug Tracker. To see how, read [this](https://unity3d.com/unity/qa/bug-reporting).
17 |
18 | License
19 | -------
20 |
21 | Unity Companion License (see [LICENSE](LICENSE.md))
22 |
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1 | using NUnit.Framework;
2 |
3 | class PostProcessEditorTests
4 | {
5 | [Test]
6 | public void DummyTest()
7 | {
8 | Assert.IsTrue(true);
9 | }
10 | }
11 |
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/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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1 | {
2 | "name": "com.unity.postprocessing",
3 | "version": "3.0.2",
4 | "displayName": "Post Processing",
5 | "unity": "2018.4",
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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