// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' // Final pass in the contrast stretch effect: apply // color stretch to the original image, based on currently // adapted to minimum/maximum luminances. Shader "Hidden/Contrast Stretch Apply" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _AdaptTex ("Base (RGB)", 2D) = "white" {} } Category { SubShader { Pass { ZTest Always Cull Off ZWrite Off Fog { Mode off } CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #include "UnityCG.cginc" struct v2f { float4 pos : POSITION; float2 uv[2] : TEXCOORD0; }; uniform sampler2D _MainTex; uniform sampler2D _AdaptTex; v2f vert (appdata_img v) { v2f o; o.pos = UnityObjectToClipPos (v.vertex); o.uv[0] = MultiplyUV (UNITY_MATRIX_TEXTURE0, v.texcoord); o.uv[1] = float2(0.5,0.5); return o; } float4 frag (v2f i) : COLOR { float4 col = tex2D(_MainTex, i.uv[0]); float4 adapted = tex2D(_AdaptTex, i.uv[1]); float vmul = 1.0 / adapted.z; float vadd = -adapted.w; col.rgb = col.rgb * vmul + vadd; return col; } ENDCG } } } Fallback off }