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- // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
- Shader "Hidden/ContrastComposite" {
- Properties {
- _MainTex ("Base (RGB)", 2D) = "" {}
- _MainTexBlurred ("Base Blurred (RGB)", 2D) = "" {}
- }
-
- // Shader code pasted into all further CGPROGRAM blocks
- CGINCLUDE
-
- #include "UnityCG.cginc"
-
- struct v2f {
- float4 pos : SV_POSITION;
- float2 uv[2] : TEXCOORD0;
- };
-
- sampler2D _MainTex;
- sampler2D _MainTexBlurred;
-
- float4 _MainTex_TexelSize;
-
- float intensity;
- float threshold;
-
- v2f vert( appdata_img v ) {
- v2f o;
- o.pos = UnityObjectToClipPos(v.vertex);
-
- o.uv[0] = v.texcoord.xy;
- o.uv[1] = v.texcoord.xy;
- #if UNITY_UV_STARTS_AT_TOP
- if (_MainTex_TexelSize.y < 0)
- o.uv[0].y = 1-o.uv[0].y;
- #endif
- return o;
- }
-
- half4 frag(v2f i) : SV_Target
- {
- half4 color = tex2D (_MainTex, i.uv[1]);
- half4 blurred = tex2D (_MainTexBlurred, (i.uv[0]));
-
- half4 difference = color - blurred;
- half4 signs = sign (difference);
-
- half4 enhancement = saturate (abs(difference) - threshold) * signs * 1.0/(1.0-threshold);
- color += enhancement * intensity;
-
- return color;
- }
- ENDCG
-
- Subshader {
- Pass {
- ZTest Always Cull Off ZWrite Off
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- ENDCG
- }
- }
- Fallback off
-
- } // shader
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