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move unity package to the root
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103
ShaderGraph/CustomFunctions/MixboxFunctions.hlsl
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103
ShaderGraph/CustomFunctions/MixboxFunctions.hlsl
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#ifndef MIXBOX_FUNCTIONS_INCLUDED
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#define MIXBOX_FUNCTIONS_INCLUDED
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#ifndef UNITY_COLORSPACE_GAMMA
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#define MIXBOX_COLORSPACE_LINEAR
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#endif
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#define MIXBOX_LUT(UV) SAMPLE_TEXTURE2D_LOD(MixboxLUT.tex, MixboxLUT.samplerstate, UV, 0)
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typedef float3x3 MixboxLatent;
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float3 MixboxEvalPolynomial(float3 c)
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{
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float c0 = c[0];
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float c1 = c[1];
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float c2 = c[2];
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float c3 = 1.0 - (c0 + c1 + c2);
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float c00 = c0 * c0;
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float c11 = c1 * c1;
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float c22 = c2 * c2;
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float c01 = c0 * c1;
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float c02 = c0 * c2;
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float c12 = c1 * c2;
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float c33 = c3 * c3;
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return (c0*c00) * float3(+0.07717053, +0.02826978, +0.24832992) +
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(c1*c11) * float3(+0.95912302, +0.80256528, +0.03561839) +
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(c2*c22) * float3(+0.74683774, +0.04868586, +0.00000000) +
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(c3*c33) * float3(+0.99518138, +0.99978149, +0.99704802) +
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(c00*c1) * float3(+0.04819146, +0.83363781, +0.32515377) +
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(c01*c1) * float3(-0.68146950, +1.46107803, +1.06980936) +
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(c00*c2) * float3(+0.27058419, -0.15324870, +1.98735057) +
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(c02*c2) * float3(+0.80478189, +0.67093710, +0.18424500) +
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(c00*c3) * float3(-0.35031003, +1.37855826, +3.68865000) +
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(c0*c33) * float3(+1.05128046, +1.97815239, +2.82989073) +
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(c11*c2) * float3(+3.21607125, +0.81270228, +1.03384539) +
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(c1*c22) * float3(+2.78893374, +0.41565549, -0.04487295) +
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(c11*c3) * float3(+3.02162577, +2.55374103, +0.32766114) +
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(c1*c33) * float3(+2.95124691, +2.81201112, +1.17578442) +
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(c22*c3) * float3(+2.82677043, +0.79933038, +1.81715262) +
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(c2*c33) * float3(+2.99691099, +1.22593053, +1.80653661) +
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(c01*c2) * float3(+1.87394106, +2.05027182, -0.29835996) +
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(c01*c3) * float3(+2.56609566, +7.03428198, +0.62575374) +
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(c02*c3) * float3(+4.08329484, -1.40408358, +2.14995522) +
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(c12*c3) * float3(+6.00078678, +2.55552042, +1.90739502);
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}
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float3 MixboxSRGBToLinear(float3 rgb)
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{
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return (rgb >= 0.04045) ? pow((abs(rgb) + 0.055) / 1.055, 2.4) : rgb/12.92;
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}
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float3 MixboxLinearToSRGB(float3 rgb)
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{
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return (rgb >= 0.0031308) ? 1.055*pow(abs(rgb), 1.0/2.4) - 0.055 : 12.92*rgb;
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}
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MixboxLatent MixboxRGBToLatent(UnityTexture2D MixboxLUT,float3 rgb)
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{
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#ifdef MIXBOX_COLORSPACE_LINEAR
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rgb = MixboxLinearToSRGB(saturate(rgb));
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#else
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rgb = saturate(rgb);
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#endif
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float x = rgb.r * 63.0;
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float y = rgb.g * 63.0;
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float z = rgb.b * 63.0;
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float iz = floor(z);
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float x0 = fmod(iz, 8.0) * 64.0;
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float y0 = floor(iz / 8.0) * 64.0;
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float x1 = fmod(iz + 1.0, 8.0) * 64.0;
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float y1 = floor((iz + 1.0) / 8.0) * 64.0;
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float2 uv0 = float2(x0 + x + 0.5, 512.0 - (y0 + y + 0.5)) / 512.0;
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float2 uv1 = float2(x1 + x + 0.5, 512.0 - (y1 + y + 0.5)) / 512.0;
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float3 c = lerp(MIXBOX_LUT(uv0).rgb, MIXBOX_LUT(uv1).rgb, z - iz);
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return MixboxLatent(c, rgb - MixboxEvalPolynomial(c), 0.0, 0.0, 0.0);
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}
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float3 MixboxLatentToRGB(MixboxLatent latent)
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{
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float3 rgb = saturate(MixboxEvalPolynomial(latent[0]) + latent[1]);
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#ifdef MIXBOX_COLORSPACE_LINEAR
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return MixboxSRGBToLinear(rgb);
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#else
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return rgb;
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#endif
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}
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void MixboxLerp_float(float4 A, float4 B, float T, UnityTexture2D MixboxLUT, out float4 Out)
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{
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Out = float4(MixboxLatentToRGB((1.0-T)*MixboxRGBToLatent(MixboxLUT, A.rgb) + T*MixboxRGBToLatent(MixboxLUT, B.rgb)), lerp(A.a, B.a, T));
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}
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#endif
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7
ShaderGraph/CustomFunctions/MixboxFunctions.hlsl.meta
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7
ShaderGraph/CustomFunctions/MixboxFunctions.hlsl.meta
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fileFormatVersion: 2
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guid: cb159fec42c279547ac0aeb6aa800e61
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ShaderIncludeImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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