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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
}