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UnrealEngine/Engine/Plugins/VirtualProduction/Avalanche/Shaders/AvaRGBGammaConvert.usf
2025-05-18 13:04:45 +08:00

25 lines
617 B
HLSL

// Copyright Epic Games, Inc. All Rights Reserved.
#include "/Engine/Private/Common.ush"
#include "/Engine/Private/GammaCorrectionCommon.ush"
Texture2D InputTexture;
SamplerState InputSampler;
int SrgbToLinear;
float Gamma;
// Shader to undo the HDR to LDR conversion done inPostProcessCombineLUTs.usf.
void MainPS(
noperspective float4 UVAndScreenPos : TEXCOORD0,
out float4 OutColor : SV_Target0)
{
float2 UV = UVAndScreenPos.xy;
OutColor = InputTexture.Sample(InputSampler, UV);
if (SrgbToLinear != 0)
{
OutColor.xyz = sRGBToLinear(OutColor.xyz);
}
OutColor.xyz = pow(max(0, OutColor.xyz), Gamma);
}