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59 行
1.1 KiB

Shader "Hidden/ColorCorrectionCurvesSimple" {
Properties {
_MainTex ("Base (RGB)", 2D) = "" {}
_RgbTex ("_RgbTex (RGB)", 2D) = "" {}
}
// Shader code pasted into all further CGPROGRAM blocks
CGINCLUDE
#include "UnityCG.cginc"
struct v2f {
float4 pos : SV_POSITION;
half2 uv : TEXCOORD0;
};
sampler2D _MainTex;
sampler2D _RgbTex;
fixed _Saturation;
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);
fixed3 red = tex2D(_RgbTex, half2(color.r, 0.5/4.0)).rgb * fixed3(1,0,0);
fixed3 green = tex2D(_RgbTex, half2(color.g, 1.5/4.0)).rgb * fixed3(0,1,0);
fixed3 blue = tex2D(_RgbTex, half2(color.b, 2.5/4.0)).rgb * fixed3(0,0,1);
color = fixed4(red+green+blue, color.a);
fixed lum = Luminance(color.rgb);
color.rgb = lerp(fixed3(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