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lines changed Original file line number Diff line number Diff line change @@ -175,14 +175,7 @@ Shader "Hidden/Post FX/Uber Shader"
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#endif
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// Depth of field
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- #if DEPTH_OF_FIELD
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- {
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- #if !CHROMATIC_ABERRATION
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- half4 dof = tex2D (_DepthOfFieldTex, i.uvFlippedSPR);
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- #endif
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- color = color * dof.a + dof.rgb * autoExposure;
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- }
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- #elif DEPTH_OF_FIELD_COC_VIEW
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+ #if DEPTH_OF_FIELD_COC_VIEW
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{
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// Calculate the radiuses of CoC.
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half4 src = tex2D (_DepthOfFieldTex, uv);
@@ -206,6 +199,13 @@ Shader "Hidden/Post FX/Uber Shader"
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color = rgb;
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}
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+ #elif DEPTH_OF_FIELD
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+ {
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+ #if !CHROMATIC_ABERRATION
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+ half4 dof = tex2D (_DepthOfFieldTex, i.uvFlippedSPR);
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+ #endif
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+ color = color * dof.a + dof.rgb * autoExposure;
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+ }
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#endif
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// HDR Bloom
@@ -243,18 +243,18 @@ Shader "Hidden/Post FX/Uber Shader"
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#endif
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// HDR color grading & tonemapping
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- #if COLOR_GRADING
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+ #if COLOR_GRADING_LOG_VIEW
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+ {
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+ color *= _ExposureEV;
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+ color = saturate (LinearToLogC (color));
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+ }
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+ #elif COLOR_GRADING
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{
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color *= _ExposureEV; // Exposure is in ev units (or 'stops')
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half3 colorLogC = saturate (LinearToLogC (color));
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color = ApplyLut2d (_LogLut, colorLogC, _LogLut_Params);
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}
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- #elif COLOR_GRADING_LOG_VIEW
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- {
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- color *= _ExposureEV;
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- color = saturate (LinearToLogC (color));
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- }
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#endif
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