// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' // Marmoset Skyshop // Copyright 2014 Marmoset LLC // http://marmoset.co Shader "Hidden/Marmoset/RGBM Blit" { Properties { _MainTex ("Texture", 2D) = "white" {} } SubShader { Pass { Tags { "Queue"="Background" "RenderType"="Background" } Cull Off ZWrite Off Fog { Mode Off } CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_nicest #pragma glsl #pragma target 3.0 #pragma multi_compile MARMO_RGBM_INPUT_ON MARMO_RGBM_INPUT_OFF #pragma multi_compile MARMO_RGBM_OUTPUT_ON MARMO_RGBM_OUTPUT_OFF sampler2D _MainTex; #include "UnityCG.cginc" #include "../MarmosetCore.cginc" struct appdata_t { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; }; v2f vert (appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.texcoord = v.texcoord; return o; } //Forces gamma-space rendering to still return linear values from sRGB textures. //Call on textures that do NOT bypass sRGB sampling. half4 forceLinear3(half4 c) { c.rgb = lerp(sRGBToLinear3(c.rgb), c.rgb, IS_LINEAR); return c; } half4 frag (v2f i) : COLOR { float4 col = tex2D(_MainTex, i.texcoord); col = forceLinear3(col); #if MARMO_RGBM_INPUT_ON col.rgb = fromRGBM(col); #endif #if MARMO_RGBM_OUTPUT_ON col = HDRtoRGBM(col); //HACK: why is pre-emptive sRGB undoing not required here? What does Graphics.DrawTexture do? //col.rgb = lerp(col.rgb, sRGBToLinear3(col.rgb), IS_LINEAR); #else col.a = 1.0; #endif return col; } ENDCG } } }