Add beautify post process to project
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Shader "Hidden/Beautify/FrameThumbnail"
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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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_Color ("Color", color) = (1,1,1,1)
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_FrameMask ("Frame Mask", 2D) = "white" {}
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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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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float2 clipUV : TEXCOORD1;
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};
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sampler2D _LUTPreview;
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float4 _LUTPreview_ST;
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sampler2D _GUIClipTexture;
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uniform float4x4 unity_GUIClipTextureMatrix;
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sampler2D _FrameMask;
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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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float3 eyePos = UnityObjectToViewPos(v.vertex);
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o.clipUV = mul(unity_GUIClipTextureMatrix, float4(eyePos.xy, 0, 1.0));
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return o;
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}
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half4 frag (v2f i) : SV_Target
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{
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clip( tex2D(_GUIClipTexture, i.clipUV).a - 0.1);
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half3 rgb = tex2D(_LUTPreview, i.uv);
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half4 frameMask = tex2D(_FrameMask, i.uv);
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rgb = lerp(rgb, frameMask.rgb, frameMask.a);
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return half4(rgb, 1.0);
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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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