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38 行
636 B

Shader "Hidden/Color Correction Effect" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_RampTex ("Base (RGB)", 2D) = "grayscaleRamp" {}
}
SubShader {
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
uniform sampler2D _MainTex;
uniform sampler2D _RampTex;
fixed4 frag (v2f_img i) : SV_Target
{
fixed4 orig = tex2D(_MainTex, i.uv);
fixed rr = tex2D(_RampTex, orig.rr).r;
fixed gg = tex2D(_RampTex, orig.gg).g;
fixed bb = tex2D(_RampTex, orig.bb).b;
fixed4 color = fixed4(rr, gg, bb, orig.a);
return color;
}
ENDCG
}
}
Fallback off
}