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77 行
1.2 KiB

Shader "Hidden/VFXToolbox/ImageSequencer/RemapColor"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_Gradient("_Gradient", 2D) = "white" {}
_Mode("_Mode", Int) = 0
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
sampler2D _Gradient;
int _Mode;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
half4 frag(v2f i) : SV_Target
{
float4 input = tex2D(_MainTex, i.uv);
float g;
if (_Mode < 2)
{
float3 w = input.rgb * half3(0.2126, 0.7152, 0.0722);
g = w.r + w.g + w.b;
if (!IsGammaSpace() && _Mode == 0)
{
g = LinearToGammaSpaceExact(g);
}
}
else
{
switch (_Mode)
{
case 2: g = input.a; break;
case 3: g = input.r; break;
case 4: g = input.g; break;
case 5: g = input.b; break;
}
}
return tex2Dlod(_Gradient, float4(g, 0, 0, 0));
}
ENDCG
}
}
}