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