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35 行
520 B

// Outputs luminance (grayscale) of the input image _MainTex
Shader "Hidden/Contrast Stretch Luminance" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
}
Category {
SubShader {
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
uniform sampler2D _MainTex;
float4 frag (v2f_img i) : SV_Target
{
float4 col = tex2D(_MainTex, i.uv);
col.rgb = Luminance(col.rgb) * (1+col.a*2);
return col;
}
ENDCG
}
}
}
Fallback off
}