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Shader "Hidden/VFXToolbox/ImageSequencer/AlphaFromRGB"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_RGBTint("_RGBTint", Vector) = (1.0, 1.0, 1.0, 1.0)
}
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;
float4 _RGBTint;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
half4 frag(v2f i) : SV_Target
{
float3 weights = float3(0.2126f, 0.7152f, 0.0722f);
float3 color = tex2D(_MainTex, i.uv).rgb;
float3 w = LinearToGammaSpace(color) * _RGBTint.rgb * weights;
float alpha = w.r + w.g + w.b;
return float4(color,alpha);
}
ENDCG
}
}
}