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77 行
1.2 KiB
77 行
1.2 KiB
Shader "Hidden/VFXToolbox/ImageSequencer/RemapColor"
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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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_Gradient("_Gradient", 2D) = "white" {}
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_Mode("_Mode", Int) = 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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sampler2D _Gradient;
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int _Mode;
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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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float4 input = tex2D(_MainTex, i.uv);
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float g;
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if (_Mode < 2)
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{
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float3 w = input.rgb * half3(0.2126, 0.7152, 0.0722);
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g = w.r + w.g + w.b;
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if (!IsGammaSpace() && _Mode == 0)
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{
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g = LinearToGammaSpaceExact(g);
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}
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}
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else
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{
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switch (_Mode)
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{
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case 2: g = input.a; break;
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case 3: g = input.r; break;
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case 4: g = input.g; break;
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case 5: g = input.b; break;
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}
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}
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return tex2Dlod(_Gradient, float4(g, 0, 0, 0));
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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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