mirror of
https://github.com/muskit/H3VR-TNH-Quality-of-Life-Improvements.git
synced 2026-06-03 04:34:26 -07:00
Initial commit
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Shader "Image/BlackWhiteEffect"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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_MinBrightness("Min Brightness", Float) = 0
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_MaxBrightness("Max Brightness", Float) = 1
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_ColorBands("Color Bands", Float) = 1000
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_DarkColor("Dark Color", Color) = (0, 0, 0, 1)
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_BrightColor("Bright Color", Color) = (1, 1, 1, 1)
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_LightToNormalFactor("Light To Normal Factor", Range(0, 1)) = 1
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}
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SubShader
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{
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// No culling or depth
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Cull Off ZWrite Off ZTest Always
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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float remap(float value, float from1, float to1, float from2, float to2) {
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return (value - from1) / (to1 - from1) * (to2 - from2) + from2;
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}
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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return o;
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}
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sampler2D _MainTex, _CameraDepthNormalsTexture;
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float _MinBrightness, _MaxBrightness, _ColorBands, _LightToNormalFactor;
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fixed4 _DarkColor, _BrightColor;
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fixed4 frag (v2f i) : SV_Target
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{
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float4 depthnormal = tex2D(_CameraDepthNormalsTexture, i.uv);
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fixed4 col = tex2D(_MainTex, i.uv);
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//decode depthnormal
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float3 normal;
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float depth;
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DecodeDepthNormal(depthnormal, depth, normal);
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//Get the luminance and process it
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fixed normalLuminance = Luminance(fixed3(normal.b, normal.b, normal.b));
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fixed lightLuminance = Luminance(fixed3(col.r, col.g, col.b));
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fixed luminance = lerp(normalLuminance, lightLuminance, _LightToNormalFactor);
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luminance = remap(luminance, 0, 1, _MinBrightness, _MaxBrightness);
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luminance = floor(luminance * _ColorBands) / _ColorBands;
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float depthFactor = 1 - step(1, depth);
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fixed4 output = lerp(_DarkColor, _BrightColor, luminance);
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output = fixed4(output.r, output.g, output.b, depthFactor);
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return output;
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}
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ENDCG
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}
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}
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}
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