Apply.shader 1.1 KB

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  1. // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
  2. // Final pass in the contrast stretch effect: apply
  3. // color stretch to the original image, based on currently
  4. // adapted to minimum/maximum luminances.
  5. Shader "Hidden/Contrast Stretch Apply" {
  6. Properties {
  7. _MainTex ("Base (RGB)", 2D) = "white" {}
  8. _AdaptTex ("Base (RGB)", 2D) = "white" {}
  9. }
  10. Category {
  11. SubShader {
  12. Pass {
  13. ZTest Always Cull Off ZWrite Off
  14. CGPROGRAM
  15. #pragma vertex vert
  16. #pragma fragment frag
  17. #include "UnityCG.cginc"
  18. struct v2f {
  19. float4 pos : SV_POSITION;
  20. float2 uv[2] : TEXCOORD0;
  21. };
  22. uniform sampler2D _MainTex;
  23. uniform sampler2D _AdaptTex;
  24. v2f vert (appdata_img v)
  25. {
  26. v2f o;
  27. o.pos = UnityObjectToClipPos (v.vertex);
  28. o.uv[0] = MultiplyUV (UNITY_MATRIX_TEXTURE0, v.texcoord);
  29. o.uv[1] = float2(0.5,0.5);
  30. return o;
  31. }
  32. float4 frag (v2f i) : SV_Target
  33. {
  34. float4 col = tex2D(_MainTex, i.uv[0]);
  35. float4 adapted = tex2D(_AdaptTex, i.uv[1]);
  36. float vmul = 1.0 / adapted.z;
  37. float vadd = -adapted.w;
  38. col.rgb = col.rgb * vmul + vadd;
  39. return col;
  40. }
  41. ENDCG
  42. }
  43. }
  44. }
  45. Fallback off
  46. }