SepiaToneEffect.shader 673 B

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  1. Shader "Hidden/Sepiatone Effect" {
  2. Properties {
  3. _MainTex ("Base (RGB)", 2D) = "white" {}
  4. }
  5. SubShader {
  6. Pass {
  7. ZTest Always Cull Off ZWrite Off
  8. CGPROGRAM
  9. #pragma vertex vert_img
  10. #pragma fragment frag
  11. #include "UnityCG.cginc"
  12. uniform sampler2D _MainTex;
  13. fixed4 frag (v2f_img i) : SV_Target
  14. {
  15. fixed4 original = tex2D(_MainTex, i.uv);
  16. // get intensity value (Y part of YIQ color space)
  17. fixed Y = dot (fixed3(0.299, 0.587, 0.114), original.rgb);
  18. // Convert to Sepia Tone by adding constant
  19. fixed4 sepiaConvert = float4 (0.191, -0.054, -0.221, 0.0);
  20. fixed4 output = sepiaConvert + Y;
  21. output.a = original.a;
  22. return output;
  23. }
  24. ENDCG
  25. }
  26. }
  27. Fallback off
  28. }