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Cielonos/Assets/OtherPlugins/Le Tai's Asset/TranslucentImage/Resources/Shaders/interop_birp.cginc
SoulliesOfficial f7af60351b 阶段性完成
2025-12-08 05:27:53 -05:00

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HLSL

// Copyright (c) Le Loc Tai <leloctai.com> . All rights reserved. Do not redistribute.
#include <UnityCG.cginc>
// This need to be a macro since the type of tex can change :(
#define SAMPLE_SCREEN_TEX(tex, uv) UNITY_SAMPLE_SCREENSPACE_TEXTURE(tex, UnityStereoTransformScreenSpaceTex(uv))
// This piecewise approximation has a precision better than 0.5 / 255 in gamma space over the [0..255] range
// i.e. abs(l2g_exact(g2l_approx(value)) - value) < 0.5 / 255
// It is much more precise than GammaToLinearSpace but remains relatively cheap
half3 UIGammaToLinearShim(half3 value)
{
half3 low = 0.0849710 * value - 0.000163029;
half3 high = value * (value * (value * 0.265885 + 0.736584) - 0.00980184) + 0.00319697;
// We should be 0.5 away from any actual gamma value stored in an 8 bit channel
const half3 split = (half3)0.0725490; // Equals 18.5 / 255
return (value < split) ? low : high;
}