Shader "Hidden/Beautify/LUTThumbnail" { Properties { _MainTex ("Texture", 2D) = "white" {} _Color ("Color", color) = (1,1,1,1) _LUTTex ("LUT Texture", 2D) = "black" {} } SubShader { Tags { "RenderType"="Opaque" } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; float2 clipUV : TEXCOORD1; }; sampler2D _LUTPreview; float4 _LUTPreview_ST;; sampler2D _GUIClipTexture; uniform float4x4 unity_GUIClipTextureMatrix; sampler2D _LUTTex; float4 _LUTTex_TexelSize; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; float3 eyePos = UnityObjectToViewPos(v.vertex); o.clipUV = mul(unity_GUIClipTextureMatrix, float4(eyePos.xy, 0, 1.0)); return o; } half4 frag (v2f i) : SV_Target { clip( tex2D(_GUIClipTexture, i.clipUV).a - 0.1); half3 rgb = tex2D(_LUTPreview, i.uv); #if !UNITY_COLORSPACE_GAMMA rgb = LinearToGammaSpace(rgb); #endif float3 lutST = float3(_LUTTex_TexelSize.x, _LUTTex_TexelSize.y, _LUTTex_TexelSize.w - 1); float3 lookUp = saturate(rgb) * lutST.zzz; lookUp.xy = lutST.xy * (lookUp.xy + 0.5); float slice = floor(lookUp.z); lookUp.x += slice * lutST.y; float2 lookUpNextSlice = float2(lookUp.x + lutST.y, lookUp.y); rgb = lerp(tex2D(_LUTTex, lookUp.xy).rgb, tex2D(_LUTTex, lookUpNextSlice).rgb, lookUp.z - slice); return half4(rgb, 1.0); } ENDCG } } }