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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
}
}
}