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CrowdControl/Assets/Top Down/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/Contrast Stretch/MinMaxReduction.shader

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Reduces input image (_MainTex) by 2x2.
// Outputs maximum value in R, minimum in G.
Shader "Hidden/Contrast Stretch Reduction" {
Properties {
_MainTex ("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 position : POSITION;
float2 uv[4] : TEXCOORD0;
};
uniform sampler2D _MainTex;
v2f vert (appdata_img v) {
v2f o;
o.position = UnityObjectToClipPos (v.vertex);
float2 uv = MultiplyUV (UNITY_MATRIX_TEXTURE0, v.texcoord);
// Compute UVs to sample 2x2 pixel block.
o.uv[0] = uv + float2(0,0);
o.uv[1] = uv + float2(0,1);
o.uv[2] = uv + float2(1,0);
o.uv[3] = uv + float2(1,1);
return o;
}
float4 frag (v2f i) : COLOR
{
// Sample pixel block
float4 v00 = tex2D(_MainTex, i.uv[0]);
float2 v01 = tex2D(_MainTex, i.uv[1]).xy;
float2 v10 = tex2D(_MainTex, i.uv[2]).xy;
float2 v11 = tex2D(_MainTex, i.uv[3]).xy;
float4 res;
// output x: maximum of the four values
res.x = max( max(v00.x,v01.x), max(v10.x,v11.x) );
// output y: minimum of the four values
res.y = min( min(v00.y,v01.y), min(v10.y,v11.y) );
// output zw unchanged from the first pixel
res.zw = v00.zw;
return res;
}
ENDCG
}
}
}
Fallback off
}