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36 行
656 B

Shader "Hidden/Grayscale 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;
uniform half _RampOffset;
fixed4 frag (v2f_img i) : SV_Target
{
fixed4 original = tex2D(_MainTex, i.uv);
fixed grayscale = Luminance(original.rgb);
half2 remap = half2 (grayscale + _RampOffset, .5);
fixed4 output = tex2D(_RampTex, remap);
output.a = original.a;
return output;
}
ENDCG
}
}
Fallback off
}