@@ -13,6 +13,8 @@ Shader "Hidden/PostProcessing/Uber"
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TEXTURE2D_SAMPLER2D (_MainTex, sampler_MainTex);
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float4 _MainTex_TexelSize;
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+ TEXTURE2D_SAMPLER2D (_HUD_RT, sampler_HUD_RT);
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+
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// Auto exposure / eye adaptation
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TEXTURE2D_SAMPLER2D (_AutoExposureTex, sampler_AutoExposureTex);
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@@ -130,6 +132,11 @@ Shader "Hidden/PostProcessing/Uber"
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color.rgb *= autoExposure;
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+ #if HUD_BLOOM
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+ half4 unmodifiedColor = color;
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+ float hudMask = SAMPLE_TEXTURE2D (_HUD_RT, sampler_HUD_RT, UnityStereoTransformScreenSpaceTex (i.texcoord)).r;
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+ #endif
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+
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#if BLOOM || BLOOM_LOW
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{
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#if BLOOM
@@ -162,7 +169,7 @@ Shader "Hidden/PostProcessing/Uber"
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d = pow (saturate (d), _Vignette_Settings.z); // Roundness
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half vfactor = pow (saturate (1.0 - dot (d, d)), _Vignette_Settings.y);
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color.rgb *= lerp (_Vignette_Color, (1.0 ).xxx, vfactor);
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- color.a = lerp (1.0 , color.a, vfactor);
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+ // color.a = lerp(1.0, color.a, vfactor);
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}
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else
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{
@@ -176,7 +183,7 @@ Shader "Hidden/PostProcessing/Uber"
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half3 new_color = color.rgb * lerp (_Vignette_Color, (1.0 ).xxx, vfactor);
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color.rgb = lerp (color.rgb, new_color, _Vignette_Opacity);
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- color.a = lerp (1.0 , color.a, vfactor);
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+ // color.a = lerp(1.0, color.a, vfactor);
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}
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}
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#endif
@@ -216,6 +223,11 @@ Shader "Hidden/PostProcessing/Uber"
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}
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#endif
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+ #if HUD_BLOOM
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+ color = lerp (color, unmodifiedColor, saturate (hudMask * 4 ) * unmodifiedColor.a);
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+ color.a = 1 ;
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+ #endif
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+
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half4 output = color;
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#if FINALPASS
@@ -267,13 +279,15 @@ Shader "Hidden/PostProcessing/Uber"
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#pragma multi_compile __ DISTORT
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#pragma multi_compile __ CHROMATIC_ABERRATION CHROMATIC_ABERRATION_LOW
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- #pragma multi_compile __ BLOOM BLOOM_LOW
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+ #pragma multi_compile __ BLOOM BLOOM_LOW
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#pragma multi_compile __ COLOR_GRADING_LDR_2D COLOR_GRADING_HDR_2D COLOR_GRADING_HDR_3D
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#pragma multi_compile __ VIGNETTE
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#pragma multi_compile __ GRAIN
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#pragma multi_compile __ FINALPASS
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#pragma multi_compile __ STEREO_INSTANCING_ENABLED STEREO_DOUBLEWIDE_TARGET
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+ #pragma multi_compile __ HUD_BLOOM
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+
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#pragma vertex VertUVTransform
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#pragma fragment FragUber
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@@ -302,6 +316,8 @@ Shader "Hidden/PostProcessing/Uber"
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#pragma multi_compile __ FINALPASS
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#pragma multi_compile __ STEREO_DOUBLEWIDE_TARGET // not supported by OpenGL ES 2.0: STEREO_INSTANCING_ENABLED
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+ #pragma multi_compile __ HUD_BLOOM
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+
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#pragma vertex VertUVTransform
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#pragma fragment FragUber
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