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- Shader "MyShader/EasyImageEffectShader"
- {
- Properties
- {
- _MainTex("Texture", 2D) = "white" {}
- _Brightness("Brightness", Range(0,10)) = 1
- _Saturation("Saturation", Range(0,10)) = 1
- _Contrast("Contrast", Range(0,10)) = 1
- }
- SubShader
- {
- Tags { "RenderType" = "Opaque" }
- LOD 100
- 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 _MainTex_ST;
- fixed _Brightness;
- fixed _Saturation;
- fixed _Contrast;
- v2f vert(appdata v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.uv = TRANSFORM_TEX(v.uv, _MainTex);
- return o;
- }
- fixed4 frag(v2f i) : SV_Target
- {
- fixed4 col = tex2D(_MainTex, i.uv);
- //brigtness亮度
- fixed3 finalColor = col * _Brightness;
- //saturation调整饱和度
- fixed gray = 0.2125 * col.r + 0.7154 * col.g + 0.0721 * col.b;
- fixed3 grayColor = fixed3(gray, gray, gray);
- finalColor = lerp(grayColor, finalColor, _Saturation);
- //contrast调整对比度
- fixed3 avgColor = fixed3(0.5, 0.5, 0.5);
- finalColor = lerp(avgColor, finalColor, _Contrast);
- return fixed4(finalColor, col.a);
- }
- ENDCG
- }
- }
- }
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