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38 行
636 B
38 行
636 B
Shader "Hidden/Color Correction Effect" {
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Properties {
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_MainTex ("Base (RGB)", 2D) = "white" {}
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_RampTex ("Base (RGB)", 2D) = "grayscaleRamp" {}
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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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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag
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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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fixed4 frag (v2f_img i) : SV_Target
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{
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fixed4 orig = tex2D(_MainTex, i.uv);
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fixed rr = tex2D(_RampTex, orig.rr).r;
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fixed gg = tex2D(_RampTex, orig.gg).g;
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fixed bb = tex2D(_RampTex, orig.bb).b;
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fixed4 color = fixed4(rr, gg, bb, orig.a);
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return color;
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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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}
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