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55 行
986 B
55 行
986 B
Shader "Hidden/VFXToolbox/ImageSequencer/AlphaFromRGB"
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{
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Properties
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{
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_MainTex("Texture", 2D) = "white" {}
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_RGBTint("_RGBTint", Vector) = (1.0, 1.0, 1.0, 1.0)
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}
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SubShader
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{
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// No culling or depth
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Cull Off ZWrite Off ZTest Always
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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float4 _RGBTint;
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v2f vert(appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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return o;
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}
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half4 frag(v2f i) : SV_Target
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{
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float3 weights = float3(0.2126f, 0.7152f, 0.0722f);
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float3 color = tex2D(_MainTex, i.uv).rgb;
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float3 w = LinearToGammaSpace(color) * _RGBTint.rgb * weights;
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float alpha = w.r + w.g + w.b;
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return float4(color,alpha);
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}
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ENDCG
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}
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}
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}
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