Shader "Hidden/ColorCorrectionSelective" { Properties { _MainTex ("Base (RGB)", 2D) = "" {} } CGINCLUDE #include "UnityCG.cginc" struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; }; sampler2D _MainTex; float4 selColor; float4 targetColor; v2f vert( appdata_img v ) { v2f o; o.pos = mul (UNITY_MATRIX_MVP, v.vertex); o.uv = v.texcoord.xy; return o; } fixed4 frag(v2f i) : SV_Target { fixed4 color = tex2D (_MainTex, i.uv); fixed diff = saturate (2.0 * length (color.rgb - selColor.rgb)); color = lerp (targetColor, color, diff); return color; } ENDCG Subshader { Pass { ZTest Always Cull Off ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment frag ENDCG } } Fallback off }