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38 行
673 B

Shader "Hidden/Sepiatone Effect" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader {
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
uniform sampler2D _MainTex;
fixed4 frag (v2f_img i) : SV_Target
{
fixed4 original = tex2D(_MainTex, i.uv);
// get intensity value (Y part of YIQ color space)
fixed Y = dot (fixed3(0.299, 0.587, 0.114), original.rgb);
// Convert to Sepia Tone by adding constant
fixed4 sepiaConvert = float4 (0.191, -0.054, -0.221, 0.0);
fixed4 output = sepiaConvert + Y;
output.a = original.a;
return output;
}
ENDCG
}
}
Fallback off
}