57 lines
1.7 KiB
HLSL
57 lines
1.7 KiB
HLSL
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#ifndef SPINE_COMMON_INCLUDED
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#define SPINE_COMMON_INCLUDED
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#if defined(USE_LWRP)
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#define GammaToLinearSpace SRGBToLinear
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#define LinearToGammaSpace LinearToSRGB
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#elif defined(USE_URP)
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#define GammaToLinearSpace SRGBToLinear
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#define LinearToGammaSpace LinearToSRGB
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#else
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#include "UnityCG.cginc"
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#endif
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inline half3 GammaToTargetSpace(half3 gammaColor) {
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#if UNITY_COLORSPACE_GAMMA
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return gammaColor;
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#else
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return GammaToLinearSpace(gammaColor);
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#endif
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}
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inline half3 TargetToGammaSpace(half3 targetColor) {
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#if UNITY_COLORSPACE_GAMMA
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return targetColor;
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#else
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return LinearToGammaSpace(targetColor);
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#endif
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}
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inline half4 PMAGammaToTargetSpace(half4 gammaPMAColor) {
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#if UNITY_COLORSPACE_GAMMA
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return gammaPMAColor;
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#else
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return gammaPMAColor.a == 0 ?
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half4(GammaToLinearSpace(gammaPMAColor.rgb), gammaPMAColor.a) :
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half4(GammaToLinearSpace(gammaPMAColor.rgb / gammaPMAColor.a) * gammaPMAColor.a, gammaPMAColor.a);
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#endif
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}
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// Saturated version to prevent numerical issues that occur at CanvasRenderer
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// shader during linear-space PMA vertex color correction (countering automatic Unity conversion).
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// Note: Only use this method when the original color.rgb values lie within [0,1] range and
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// it's not an HDR color. This method is usually suitable for vertex color.
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inline half4 PMAGammaToTargetSpaceSaturated(half4 gammaPMAColor) {
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#if UNITY_COLORSPACE_GAMMA
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return gammaPMAColor;
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#else
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return gammaPMAColor.a == 0 ?
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half4(GammaToLinearSpace(gammaPMAColor.rgb), gammaPMAColor.a) :
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half4(saturate(GammaToLinearSpace(gammaPMAColor.rgb / gammaPMAColor.a)) * gammaPMAColor.a, gammaPMAColor.a);
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#endif
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}
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#endif
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