Shader "Hidden/ColorCorrectionCurves" { Properties { _MainTex ("Base (RGB)", 2D) = "" {} _RgbTex ("_RgbTex (RGB)", 2D) = "" {} _ZCurve ("_ZCurve (RGB)", 2D) = "" {} _RgbDepthTex ("_RgbDepthTex (RGB)", 2D) = "" {} } // note: also have a look at ColorCorrectionCurvesSimple // for a much simpler color correction without use of // depth texture lookups // Shader code pasted into all further CGPROGRAM blocks CGINCLUDE #include "UnityCG.cginc" struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; float2 uv2 : TEXCOORD1; }; sampler2D _MainTex; sampler2D_float _CameraDepthTexture; float4 _CameraDepthTexture_ST; uniform float4 _MainTex_TexelSize; sampler2D _RgbTex; sampler2D _ZCurve; sampler2D _RgbDepthTex; fixed _Saturation; v2f vert( appdata_img v ) { v2f o; o.pos = mul(UNITY_MATRIX_MVP, v.vertex); o.uv = v.texcoord.xy; o.uv2 = TRANSFORM_TEX(v.texcoord, _CameraDepthTexture); #if UNITY_UV_STARTS_AT_TOP if (_MainTex_TexelSize.y < 0) o.uv2.y = 1-o.uv2.y; #endif return o; } half4 frag(v2f i) : SV_Target { half4 color = tex2D(_MainTex, i.uv); half3 ycoords = half3(0.5,1.5,2.5) * 0.25; half3 red = tex2D(_RgbTex, half2(color.r, ycoords.x)).rgb * half3(1,0,0); half3 green = tex2D(_RgbTex, half2(color.g, ycoords.y)).rgb * half3(0,1,0); half3 blue = tex2D(_RgbTex, half2(color.b, ycoords.z)).rgb * half3(0,0,1); half theDepth = SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, i.uv2) ; half zval = tex2D(_ZCurve, half2( Linear01Depth (theDepth), 0.5)); half3 depthRed = tex2D(_RgbDepthTex, half2(color.r, ycoords.x)).rgb * half3(1,0,0); half3 depthGreen = tex2D(_RgbDepthTex, half2(color.g, ycoords.y)).rgb * half3(0,1,0); half3 depthBlue = tex2D(_RgbDepthTex, half2(color.b, ycoords.z)).rgb * half3(0,0,1); color = half4( lerp(red+green+blue, depthRed+depthBlue+depthGreen, zval), color.a); half lum = Luminance(color.rgb); color.rgb = lerp(half3(lum,lum,lum), color.rgb, _Saturation); return color; } ENDCG Subshader { Pass { ZTest Always Cull Off ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment frag ENDCG } } Fallback off } // shader