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46 lines
1.1 KiB
Plaintext
46 lines
1.1 KiB
Plaintext
// Upgrade NOTE: replaced 'samplerRECT' with 'sampler2D'
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// Upgrade NOTE: replaced 'texRECT' with 'tex2D'
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Shader "Hidden/Desaturate Effect" {
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Properties {
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_MainTex ("Base (RGB)", RECT) = "white" {}
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_RampTex ("Base (RGB)", 2D) = "grayscaleRamp" {}
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_Desat("Desaturate", Float) = 0.5
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}
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SubShader {
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Pass {
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ZTest Always Cull Off ZWrite Off
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Fog { Mode off }
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag
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#pragma fragmentoption ARB_precision_hint_fastest
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#include "UnityCG.cginc"
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uniform sampler2D _MainTex;
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uniform sampler2D _RampTex;
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uniform float4 _RampOffset;
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uniform float _Desat;
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float4 frag (v2f_img i) : COLOR {
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float4 original = tex2D(_MainTex, i.uv);
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float grayscale = Luminance(original.rgb);
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float2 remap = float2 (grayscale, .5);
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float4 output = tex2D(_RampTex, remap);
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float invert = 1 - _Desat;
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output.r = original.r * invert + output.r * _Desat + _RampOffset.r;
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output.g = original.g * invert + output.g * _Desat + _RampOffset.g;
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output.b = original.b * invert + output.b * _Desat + _RampOffset.b;
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output.a = original.a;
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return output;
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}
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ENDCG
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}
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}
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Fallback off
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} |