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- 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
- }
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